Vessk, Kobold Warlord
Small humanoid (kobold), Lawful Evil
- Armor Class 17
- Hit Points 57
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 19 (+4) 14 (+2) 12 (+1) 12 (+1) 14 (+2)
- Saving Throws Dex +7, Wis +4
- Skills Acrobatics +7, Deception + 5, Insight +4, Intimidation +5, Stealth +5
- Senses Darkvision 60 ft., passive Perception 14
- Languages Common, Draconic
- Challenge 4 (1,250 XP)
Sunlight Sensitivity. While in sunlight, the Kobold Warlord has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The Kobold Warlord has advantage on an attack roll against a creature if at least one of the Kobold Warlord's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The Kobold Warlord makes two melee attacks. If the Kobold Warrior has less than 30 Hit Points, it may make a third melee attack at disadvantage.
Half Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) piercing damage.
Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+4) bludgeoning damage. If the target is a Medium or smaller creature, it must make a DC 14 Strength save or be pushed back 5 ft. and be knocked prone.
Reactions
Coward General. Once per round, when the Kobold Warlord is hit by an attack, it can move up to half of its movement instead of taking damage from the attack. This movement does not provoke attacks of opportunity.
You can't die! That's not the plan! When a kobold the Kobold Warlord can see dies, the Kobold Warlord may use its reaction to call in two more kobolds from a nearby chamber, which act on the initiative of the dead kobold.
Villain Actions
Villain actions occur at particular triggers. These may be initiative counts, when the creature is affected by a particular status or reaches a certain Hit Point total, or when some other condition is met.
Spring the Traps! On initiative count 25 (winning initiative ties) in the first round, a 10 ft. by 10 ft. pit trap opens at any point the Kobold Warlord can see. Creatures in the pit trap's space must make a DC 14 Dexterity saving throw or fall into the pit, taking 1d6 bludgeoning damage. On a successful save, creatures move to an unoccupied space within 10 feet of the trap. The pit trap is 10 ft. deep and can be escaped with a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. A character with rope, handholds, a climb speed, or some other advantage can escape with no save.
No, ALL the traps! On initiative count 20 (losing initiative ties) in the first round, an arrow trap is triggered. Any target creatures not in the pit trap must make a DC 14 Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one.
They have a wizard. Get the wizard! On initiative count 20 (losing initiative ties) in the second round, the Kobold Warlord may order any number of kobolds to move up to their movement towards a single enemy creature or make a single melee weapon attack agains the target.
Fall back and reform the line! Four kobolds move up to their movement to create a line shielding the Kobold Warlord. If more than four kobolds remain, the rest may move up to their movement behind the shield line.
Kill them harder! At the end of another creature's turn during the third round, the Kobold Warlord can order every kobold to immediately make two melee attacks.