Alchemist 2014
CR 2 humanoid
Small humanoid, Lawful Neutral
At the start of each of the kobold alchemist’s turns, the alchemist chooses one of the following damage types: acid, cold, fire, lightning, or poison. The alchemist has resistance to that damage type until the start of its next turn.
The kobold has 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.
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
The kobold makes two Alchemical Dagger or Alchemical Bolt attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) damage of the type determined by Apothecary.
Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) damage of the type determined by Apothecary.
The kobold alchemist releases alchemical vapors pleasing to draconic senses and unpleasant to all others. Each creature that isn't a dragonborn or kobold within 15 feet of the alchemist must make a DC 13 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Each dragonborn and kobold within 15 feet of the alchemist has resistance to damage of the type determined by Apothecary for 1 minute.
The kobold alchemist throws a flask of volatile substances at a point it can see within 30 feet of it. The flask explodes, and each creature within 15 feet of that point must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) damage of the type determined by Apothecary and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Other versions
Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details