Vampiric Blood. When the dragon is below 34hp and it takes damage, the Dragon's blood creates a vampiric sphere of mist in a 10ft radius around it. Those that inhale the mist must make a DC 13 CON save or sacrifice a Hit Die in healing to the Dragon.
Spell Resistance. The Dragon has advantage on saving throws vs spells.
Bite. Natural Weapon. +5 to hit.
Hit. 25 (5d8+2) Piercing and Necrotic damage.The dragon then makes 1x Claw attacks.
Claw. Natural Weapon. +5 to hit.
Hit. 13 (3d6+2) Slashing damage.
Tail. Natural Weapon. +5 to hit.
Hit. 19 (3d10+2) Bludgeoning damage, and the target must make a DC 12 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.
Vampiric Bite. +5 to hit grappled creature.
Hit. 25 (5d8+2) Necrotic damage.The dragon then makes 1x Claw attacks.
Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 40ft cone. Each creature in that area must make a DC 13 WIS Save. On a failed save, the creature takes 14 (3d8) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.
Commanding Presence. The dragon commands up to 2 creatures within 20ft that can hear it. The target must succeed on a DC 13 WIS save or use its reaction to make a weapon attack against a random creature within range.
If no creatures are within reach, or the target can’t take a reaction, it takes 5 (1d8) Psychic damage.
Creatures Frightened by the dragon have disadvantage.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances.
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Pack Tactics. The Kobold has advantage on attacks against any creature within 5ft of an ally.
Spellcasting. The Kobold Inventor is a L7 spellcaster, and has prepared 11 Spells through INT. Their Spell Save DC is 16 and their Spell Attack mod is +8
Spell Points. 38
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OReactive Armor. Upon taking damage, the Kobold gains resistance against that damage type until it takes damage from another type.
The Kobold may make 2x Weapon attacks or use one of it's abilities that Recharge on the given number.
2x Scorpion on a Stick. +7 to hit, Thrown Range 40ft.
Hit. 14 (2d10+3) Piercing damage. The Kobold may apply a Poison as a Bonus Action.
1. Flamethrower. All creatures in a 25ft cone must make a DC 16 DEX save or take 29 (4d10+7) Fire damage. Save for half. Failing by 5 or more ignites the creature, taking 22 (4d10) at the start of each turn until extinguished as an action.
2. Centipedes. Creates a 10ft diameter area that deals 27 (6d8) Poison damage to all creatures that enter or start their turn there within the next minute.
3. Green Slime Pot. The Kobold conuures a thick, sticky slime in a 25ft cube within 50ft. Creatures that enter or start their turn in the web must make a DC 16 DEX save to not be restrianed. Creatures that start their turn restrained must make a DC 16 STR save or become Paralyzed. The slime is highly flammable, any creatures in the slime area are vulnerable to fire damage.
4. Skunk in a Cage. Release a Skunk Familar with 10hp. Any creature that threatens the Skunk scares it, causing it to spray them as a reaction. Once sprayed, creatures must make a DC 16 CON save vs Posisoned condition. Failure by 5 or more Paralyzes the creature.
5. Sling. +7 to hit, Range 55ft.
Hit. 29 (4d10+7) Acid damage.
6. Experimental Elixir. The Kobold rolls on the Wild Magic Table. They may decide to take on the effect, or make a Sling attack, applying the effect to the target creature on hit.
Pack Tactics. The Kobold Scale Sorcerer has advantage on an attack roll against a creature if at least one of the Kobold Scale Sorcerer’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. The Kobold is a Sorcerer, Spell save DC 14 with following spells prepared:
Cantrips (at will): Mage Hand, Mending, Guidance
1st level : Charm Person, Expeditious Retreat
2nd level : Scorching Ray. 3rd Level : Fireball.
Acid Splash. Melee Spell. +5 to hit. 2 creatures within 5ft.
Hit. 10 (4d4) Acid damage. Creatures must make a DC 14 DEX Save or have their AC Reduced by 3 until they make a DC 44 Sleight of Hand check to wipe it off.
Fire Bolt. Spell Attack. +7 to hit, Range 120 ft.
Hit. 44 (8d10) Fire damage.
Scorching Ray. (Recharge 7-8) 6x Spell Attack. +7 to hit, Range 120ft.
Hit. 7 (2d6) Fire damage.
Fireball (Recharge 10-12). Range 150ft.
Each creature within a 15ft. Radius sphere must make a DC 14 DEX Save. Creatures take 21 (6d6) Fire damage on a failed save, or half as much on a successful one. The Kobold can exclude 3 creatures of its choosing from the blast. The fire ignites every cell it fully touches, dealing 1d6 Fire damage to every creature that enters that space, or starts their turn or enters the space.
Flame Arrows. (Recharge 9-10). Concentration.
The Kobold can magically ignite arrows drawn from the quivers of 6 allies within 30ft., allowing them to add 1d6 to their ranged attacks for 3 rounds.
Bless. Concentration.
The Kobold can bless up to 3 creatures, allowing them to add +1d6 to attacks and saves.
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 start of its turn to end the effect on itself and all kobolds within 40 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Nimble Escape The Kobold can Dodge, Disengage, or Hide as a Bonus Action.
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 start of its turn to end the effect on itself and all kobolds within 40 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics. The Kobold Dragonshield has advantage on an attack roll against a creature if at least one of the Kobold Dragonshield’s allies is within 10 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Polearm Master Anyone entering the Kobold's threatened area incurs an opportunity attack from the Kobold's Spear or Pike.
2x Spear Multiattack.
Spear. Melee Weapon Attack. +7 to hit, Range 5 ft.
Hit. 15 (3d6+4) Piercing damage.
Sling. Ranged Weapon. +7 to hit, Range 40/150ft.
Hit. 25 (6d6+4) Piercing damage.
Pike +1 Melee Weapon. +5 to hit, Range 10ft.
Hit. 28 (6d6+5) Piercing damage.
Polearm Master Anyone entering the Kobold's threatened area incurs an opportunity attack from the Kobold's Spear or Pike.
Death Burst. Approximately 1 in 20 Kobolds worship a great dragon lord, and some believe if they die in a wash of elemental energy, they will reincarnate as a dragon. To ensure this, the most dedicated tatoo a glyph on their body that explodes when they drop to 0hp, dealing 32 (9d6) Elemental Damage, or half as much to any creature succeeding a DC 15 DEX Save. Failing the save by 5 or more means the creature takes half the damage at the start of each turn until it is removed as an action.
Pack Tactics. The Kobold has advantage on attacks against any creature within 5ft of an ally.
3x Dagger Multiattack Weapon Attack. +9 to hit.
Hit. 12 (2d6+5) Slashing damage.
Sling. Range 30/120ft, +9 to hit.
Hit. 36 (6d8+9) Bludgeoning damage.
Elemental Spit. Spell Attack, Range 0ft, +3 to hit.
Hit. 11 (2d10) Elemental damage, and the target must make a DC 17 CON save or take an additional 11 (2d10) damage at the start of each turn until they remove it as an action.