Kobold Inventor
Small humanoid (kobold)- Challenge
- STR
- −2
- DEX
- 2
- CON
- 1
- INT
- 2
- WIS
- −2
- CHA
- −1
- Fort
- +1
- Ref
- +1
- Will
- +1
Alchemy. The kobold inventor uses Alchemy (int) to create concoctions (alchemical save Difficulty 12). It has 2 catalysts, a catalyst limit of 1, regains all expended catalysts when it finishes a long rest and regains half its total catalysts when it finishes a short rest. It knows the following concoctions:
1 catalyst: adrenaline potion, alchemical acid, alchemical fire, alter potion, enlarge/reduce potion, regeneration potion, skill potion, striding and springing potion, sustenance potion
Draconic Ancestry. The kobold inventor has draconic ancestry. Choose one type of dragon from the Draconic Ancestry table.
Heart of the Dragon. If the kobold inventor 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. If the effect is ended, it has advantage on its next skill check.
Scamper. When the the kobold inventor takes the Dash or Disengage action, it can move an additional 2 meters. It must end this movement in a space that’s not adjacent to any enemy.
Spellcasting. The kobold inventor uses Primal (cha) to cast spells (spell save Difficulty 9, +0 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
- 1 cantrip from a theme associated with its draconic ancestry
Actions (1)
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +3 to hit, range 5/20 m. Hit: 4 (1d4 + 2) bludgeoning damage.
Basket of Centipedes (1/day). The kobold inventor throws a small basket into a 1-meter square space within 3 meters of it. A swarm of insects (centipedes) with 11 health emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.
Green Slime Pot (1/day). Ranged Weapon Attack: +3 to hit, range 3/10 m. Hit: 1 acid damage and the target is covered in a patch of green slime (see chapter 5 of the Dungeon Master’s Guide). Miss: A patch of green slime covers a randomly determined 1-meter square section of wall or floor within 1 meter of the target.
Rot Grub Pot (1/day). The kobold inventor throws a clay pot into a 1-meter square space within 5 meters of it, and it breaks open on impact. A swarm of rot grubs with 11 health emerges from the shattered pot and remains a hazard in that square.
Scorpion on a stick (1/day). Melee Weapon Attack: +3 to hit. Hit: 1 piercing damage plus 3 (1d6) poison damage. If the poison damage reduces the target to 0 health, the target is stable but poisoned for 1 hour, even after regaining health, and is paralyzed while poisoned in this way.
Skunk in a Cage (1/day). The kobold inventor releases a skunk into an unoccupied space within 1 meter of it. It rolls initiative and, on its turn, uses an action to spray musk at a random creature within 1 meter of it.
Wasp Nest in a Bag (1/day). The kobold inventor throws a small bag into a 1-meter square space within 5 meters of it. A swarm of insects (wasps) with 11 health emerges from the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.
Concoctions
unstable, 1 minute/catalyst
As an action, you can create a vial of yellow fluid that is streaked with a white cloudy liquid and swirls on its own. A creature can drink the contents as an action to cause adrenaline to rush through its body, causing it to be hasted 1 for the duration.
Augment
You can increase the hasted level by 1 for each additional catalyst expended.
As an action, you can create this vial of orange and green liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.
On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d8 for each additional catalyst expended.
As an action, you can create this vial of sticky, adhesive fluid which ignites when exposed to air. As an action, a creature can throw this vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.
On a failure, it takes 3d6 fire damage and is burning 1.
On a critical failure, it takes twice as much damage and is burning 2.
On a success, it takes half as much damage and is burning half as much.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d10 and the burning level by 1 for each additional catalyst expended.
Sticky Napalm. You can expend 1 additional catalyst to increase the burning Difficulty by 2 and change the chemical composition so that water and sand don’t extinguish the fire on the target. The effects of your sticky napalm end when the burning level on the target is reduced to 0.
1 hour/catalyst
As an action, you can create a vial of rainbow liquid with a geometric shape suspended in it that continuously reforms into a different geometric shape. A creature can drink the contents as an action to look different until the effect ends or until it dismisses it (no action required). You decide what change the potion will illicit, including height, weight, facial features, sound of voice, hair length, coloration, and distinguishing characteristics, if any. You can make the creature appear as a member of another species, though none of its statistics change. The creature also can’t appear as a creature of a different size than it, and its basic shape stays the same; if it’s bipedal, it can’t become quadrupedal, for instance.
You may alter any skin or facial features to be anything normally possible. Birthmarks, moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it.
Augment
You can expend 1 additional catalyst to disguise the creature as a specific individual, with the results depending on the details you know and have seen of the creature’s physical features as determined by the GM.
Fragrant. You can expend 1 additional catalyst to alter the creature’s smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.
unstable, 5 minutes/catalyst
As an action, you can create a vial of red liquid that continuously contracts to a tiny bead and then expands to color the clear liquid around it. A creature can drink the contents as an action to grow larger or smaller for the duration.
Everything the creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The creature’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the creature to double its size, the creature attains the maximum possible size in the space available. Until the effect ends, the creature has advantage on Athletics and Brawn checks and any weapon it wields grows to match its new size, dealing 1d6 extra damage.
Reduce. The creature’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the effect ends, the creature has disadvantage on Athletics and Brawn checks and any weapon it wields shrinks to match its new size, dealing 1d6 less damage (this can’t reduce the damage below 1).
Augment
You can increase the damage by 1d6 for each additional catalyst expended.
You can expend 1 additional catalyst to enlarge or reduce the creature’s size one additional step.
Enlarge. The creature gains 10 temporary health and its reach increases by 1 meter.
As an action, you can create a vial of liquid that smells like moldy cheese and has the texture of a troll’s skin. A creature can drink the contents as an action to stimulate its natural healing process. The creature regains 2d4 + your alchemical ability health immediately and again at the end of its next turn.
Augment
You can increase the healing by 3d4 for each additional catalyst expended.
Major Regeneration. You can expend 2 additional catalyst to increase the healing by 2d4 and stimulate major natural healing. The duration changes to 1 minute/catalyst and for the duration of the effect, the creature regains 1 health at the start of each of its turns (10 health each minute).
The creature’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If the creature has the severed part and hold it to the stump, the effect instantaneously causes the limb to knit to the stump.
1 hour/catalyst
As an action, you can create a vial of liquid that continuously changes color and smell, rotates through religious and arcane symbols, jumps up and down within its container, and suddenly vanishes. A creature can drink the contents as an action to deepen its understanding of its own talent. It become capable, or proficient if it is already capable, in one skill of its choice until the effect ends.
Augment
You can expend 1 additional catalyst so the creature becomes proficient if it isn’t already capable.
1 hour/catalyst
As an action, you can create a vial of fluid that smells like the smeller’s favorite meal, but tastes like paper. A creature can drink the contents as an action to receive enough sustenance to satisfy its solid and liquid nourishment needs for a day.