Armor Class
12
Kobold Tinkerer
Small Humanoid · Any Alignment
Hit Points
10 (3d6)
Speed
Walk 30 ft., Fly 10 ft.
CR
1/4
Traits
Inquiring Mind (1/Day)
The kobold can cast , requiring no spell components and using Intelligence as the spellcasting ability.
Pack Tactics
The kobold has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't .
Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom () checks that rely on sight.
Actions
Dagger
Melee or Ranged Weapon Attack +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 () Piercing damage.
Alchemical Flame Recharge 6
The kobold unleashes fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 () Fire damage on a failed saving throw, or half as much damage on a successful one.