Dougan Axehammer
First Post
So, I know it has been done countless times now, but I am attempting to convert and revise Keep on the Borderlands to 5th edition play. Looking through the play test version, it has replaced the kobold chieftain from the original with a kobold trap lord. Now, neither the bestiary nor the Monster Manual contains an entry for such a creature. As such, I have borrowed elements from other sources to make own attempt at creating one:
As you can see, I've essentially taken the kobold alchemist, added the basic kobold ability, and gave him the bugbear's surprise attack. How does it compare to others? Is the CR too high or too low? I was shooting for a CR 1 creature, but that seemed too high for it's hit points.
Please, examine and critique honestly.
KOBOLD TRAP LORD
Small humanoid (kobold), lawful evil
Armor Class 14 (studded leather)
Hit Points 15 (4d6)
Speed 25 ft.
Str 8 (-1)
Dex 15 (+2)
Con 11 (+0)
Int 14 (+2)
Wis 10 (+0)
Cha 12 (+1)
Senses darkvision 60ft., passive Perception 10
Languages Common, Draconic
Challenge 1/2 (100 xp)
TRAITS
Pack Tactics: The kobold gains advantage on attack rolls against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated
Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Surprise Attack: If the kobold trap lord surprises a creature and hits it with an attack during the first round of combat, the target takes and extra 7 (2d6) damage from the attack.
ACTIONS
Short Sword, melee attack: +4 to hit, reach 5 ft., one creature; Hit: 4 (1d6+2) piercing damage.
Alchemical Bombs: The kobold trap lord hurls a flask that creates a 20-foot-radius cloud in an area within 40 ft. of it. The trap lord chooses the effect from the options below, each of which can only be used once:
--Fire Bomb: Each creature in the area must make a DC 11 Dexterity saving throw. Failed save: 4 (1d8) fire damage. Successful save: Half damage
--Glue Bomb: Each creature in the area must make a DC 11 Strength saving throw. Failed save: The target is restrained. The target or another creature within reach can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.
--Frenzy Bomb: Friendly creatures in the area gain advantage on melee attack rolls until the kobold’s next turn.
As you can see, I've essentially taken the kobold alchemist, added the basic kobold ability, and gave him the bugbear's surprise attack. How does it compare to others? Is the CR too high or too low? I was shooting for a CR 1 creature, but that seemed too high for it's hit points.
Please, examine and critique honestly.
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