Junk Shaman

Junk Shaman

Small humanoid, lawful neutral
  • Armor Class 12 (15 with junk armor)
  • Hit Points 42 (12d6)
  • Speed 30 ft.
  • STR
    6 (-2)
  • DEX
    14 (+2)
  • CON
    11 (+0)
  • INT
    11 (+0)
  • WIS
    17 (+3)
  • CHA
    9 (-1)
  • Saving Throws Dex +4, Wis +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Draconic
  • Challenge 2 (450 XP)
  • Animate Objects (1/Day). The kobold casts animate objects without any components. Wisdom is its spellcasting ability.
  • Junk Armor. As a bonus action, the kobold can create magical armor out of scrap metal and bits of junk it touches. The armor provides AC 13 + Dexterity modifier, and a critical hit scored against the kobold becomes a normal hit instead. The armor lasts until the kobold uses a bonus action to end it, the armor is removed from the kobold, or the kobold dies.
  • Pack Tactics. 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.
  • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

  • Multiattack. The kobold junk shaman makes two junk staff attacks.
  • Junk Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage.
  • Flame Jet. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or flammable object that isn't being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.