5e:Kobold Trapsmith: Difference between revisions
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{{5e Monster | {{5e Monster | ||
|name=Kobold Trapsmith < | |name=Kobold Trapsmith | ||
| | |sorttext= | ||
|size=Small | |refs=<ref name="tob.264">{{Cite Pub|Tome of Beasts|pages=264}} Licensed: [[OGL]].</ref> <ref name="dmg5hab">habitat - suggested by "Kobold" {{pub|Dungeon Master's Guide (5e)}} p.302-305</ref> <ref name="rlyhab">habitat (Underground) - [[user:Rlyehable]]</ref> | ||
|type=Humanoid | |size=Small | ||
|swarm= | |type=Humanoid | ||
|subtype=Kobold | |swarm= | ||
|align=Lawful Neutral | |subtype=Kobold | ||
|ac=14 | |align=Lawful Neutral | ||
|acfluff=leather | |ac=14 | ||
|hp=36 | |acfluff=leather | ||
|hd=8d6+8 | |hp=36 | ||
|hd=8d6+8 | |||
|speed=30 ft. | |speed=30 ft. | ||
|str=7 | |str=7 | ||
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|perception=11 <!--Passive Perception bonus; +5--> | |perception=11 <!--Passive Perception bonus; +5--> | ||
|languages={{SRD5|Common}}, {{SRD5|Draconic}} | |languages={{SRD5|Common}}, {{SRD5|Draconic}} | ||
|habitat=Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Underground, Urban | |||
|cr=1 | |cr=1 | ||
|xp= <!--blank unless less than CR 1/8 or greater than CR 30--> | |xp= <!--blank unless less than CR 1/8 or greater than CR 30--> | ||
|summary= | |summary=Kobold that specializes in setting traps. | ||
{{ | |feature1=Pack Tactics | ||
|flimit1= | |||
|fdesc1={{SRD5trait}} The kobold has {{srd5lc|Advantage}} on an {{srd5lc|Attack Roll}} against a target if at least one of the kobold’s allies is within 5 feet of the target and the ally isn’t {{srd5lc|Incapacitated}}. | |||
{{ | |feature2=Sunlight Sensitivity | ||
|flimit2= | |||
|fdesc2={{SRD5trait}} While in sunlight, the kobold has {{srd5lc|Disadvantage}} on attack rolls and on {{SRD5|Wisdom}} ({{SRD5|Perception}}) {{srd5lc|Check}}s that rely on sight. | |||
{{ | |feature3=Thief's Tools | ||
|flimit3= | |||
|fdesc3=The kobold trapsmith has {{srd5lc|Proficiency}} with {{srd5lc|Thieves' Tools}}<ref>Source text "thief’s tools"</ref> and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes. | |||
|feature4=Traps and Snares | |||
|flimit4= | |||
|fdesc4=The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief’s tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms. | |||
* '''Choke Bomb.''' This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that’s in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind. | * '''Choke Bomb.''' This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that’s in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind. | ||
* '''Poisoned Sliver.''' A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw. | * '''Poisoned Sliver.''' A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw. | ||
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* '''Slingsnare.''' A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points. | * '''Slingsnare.''' A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points. | ||
| | |action1=Dagger | ||
|alimit1= | |||
|adesc1=''{{SRD5|Melee Weapon Attack}}:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d4+3) {{srd5lc|Piercing}} damage. | |||
|action2=Light Crossbow | |||
|alimit2= | |||
|adesc2=''{{SRD5|Ranged Weapon Attack}}:'' +5 to hit, {{srd5lc|Range}} 80/320 ft., one target. ''Hit:'' 7 (1d8+3) piercing damage plus 7 (2d6) {{srd5lc|Poison}} damage or one-half poison damage with a successful {{SRD5|DC}} 13 {{SRD5|Constitution}} {{srd5lc|Saving Throw}}. | |||
|action3=Shredder | |||
|alimit3={{SRD5|Recharge}} 6 | |||
|adesc3=The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes {{srd5lc|Difficult Terrain}}, and a creature that falls {{srd5lc|Prone}} in the area takes 7 (2d6) piercing damage. | |||
|action4=Stunner | |||
target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest. | |alimit4=1/Day | ||
|adesc4=''Ranged Weapon Attack:'' +5 to hit, range 20/60 ft., one target. ''Hit:'' 5 (1d4+3) bludgeoning damage, and the target is {{srd5lc|Restrained}} (escape DC 13). While restrained, the target takes 7 (2d6) {{srd5lc|Lightning}} damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest. | |||
}} | }} | ||
'''Unofficial Description:''' | {{Sourceend}} | ||
'''Unofficial Description:''' Kobold combat engineer.<ref>unofficial description by [[user:Rlyehable]]. Licensed: [[CC-BY-SA]]</ref> | |||
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<div class="source"> | <div class="source"> | ||
==Sources and Notes== | ==Sources and Notes== | ||
<references /> | <references /> | ||
{{5e Footer|Monster}} | [[Category:5e Kobolds|Trapsmith Kobold 5e]] | ||
{{5e Footer|Kobold|OGL}} | |||
{{5e Monster Data}} | |||
</div><!--source--> | </div><!--source--> | ||
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Latest revision as of 04:52, 1 September 2024
Kobold Trapsmith [1] [2] [3] | ||||||||||||
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Small Humanoid (Kobolds), Lawful Neutral | ||||||||||||
Armor Class: 14 (leather) | ||||||||||||
Hit Points: 36 (8d6+8) | ||||||||||||
Speed: 30 ft. | ||||||||||||
| ||||||||||||
Skills: Stealth +5 | ||||||||||||
Condition Immune: charmed, frightened | ||||||||||||
Senses: darkvision 60 ft., passive perception 11 | ||||||||||||
Languages: Common, Draconic | ||||||||||||
Habitat: Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Underground, Urban | ||||||||||||
Challenge: 1 (200 xp)Proficiency Bonus (PB): +2 | ||||||||||||
FeaturesPack Tactics. [4] The kobold has advantage on an attack roll against a target if at least one of the kobold’s allies is within 5 feet of the target and the ally isn’t incapacitated.
ActionsDagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. |
Unofficial Description: Kobold combat engineer.[6]
Sources and Notes
- Chris Harris, et. al.. Tome of Beasts (5e 2014) (July 2016). Kobold Press. p. 264. Licensed: OGL. ↑
- habitat - suggested by "Kobold" Dungeon Master's Guide (5e) p.302-305 ↑
- habitat (Underground) - user:Rlyehable ↑
- Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. ↑ 4.0 4.1
- Source text "thief’s tools" ↑
- unofficial description by user:Rlyehable. Licensed: CC-BY-SA ↑
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Monster data +
Kobold Trapsmith (Sort Text: Kobold Trapsmith 5e, Size: Small, Type: Humanoid, Subtypes: Kobold, Alignment: Lawful Neutral, HP: 36, CR: 1, Features: Pack Tactics • Sunlight Sensitivity • Thief's Tools • Traps and Snares • Dagger • Light Crossbow • Shredder • Stunner, Has Lair: No, NPC: No, Canon: No, Pointer: No, UA: No, User: No, Sources: Tome of Beasts)