Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage
Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much on a successful one.
Prepared spells:
Cantrips: fire bolt, mage hand, shocking grasp, poison spray
1st level (4 slots): silent image, chromatic orb, shield
2nd level (2 slots): scorching ray
Level 3 Spellcaster.
Spellcasting ability: CHA
Spell Save DC: 12
Spell Attack Bonus: +4
Sorcery Points. The kobold has 3 sorcery points:
Heightened Spell: Can spend 3 sorcery points to give one target disadvantage on its first saving throw against a spell cast by the kobold.
Subtle Spell: Spend 1 sorcery point to cast a spell without verbal or somatic components.
Pack Tactics: Advantage on attack rolls if an ally is within 5 feet of the target.
Sunlight Sensitivity: Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when in sunlight.
Dagger. +4 to hit, reach 5 ft or 20/60 ft.
Hit: 4 (1d4+2) piercing damage.
Pack Tactics - Has advantage on attack rolls against a creature if at least one ally is within 5 feet of the creature and isn't incapacitated.
Sunlight Sensitivity- While in sunlight, disadvantage on attack rolls, and Wisdom (Perception) checks that rely on sight.
Heart of the Dragon: If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Multiattack. The kobold makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 +1) piercing damage if used with two hands to make a melee attack.