## Kobold Sage
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*"The more you know, the less you understand."*
*- Jikook of Bluerock, Witness of 214 Moons.*
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> ## Kobold Sage
>*Small humanoid (kobold, shapechanger), lawful evil*
> ___
> - **Armor Class** 12
> - **Hit Points** 27 (5d6 + 10)
> - **Speed** 30 ft.
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>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|15 (+2)|14 (+2)|11 (+0)|17 (+3)|10 (-1)|
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> - **Skills** Nature +5
> - **Senses** darkvision 60 ft., passive Perception 10
> - **Languages** Common, Draconic
> - **Challenge** 3 (450 XP)
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> ***Shapechanger.*** The kobold can use its action to polymorph into a Tiny lizard, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed . It doesn't change form if it dies.
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> ***Spellcasting.*** The kobold is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:
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> Cantrips (at will): *create bonfire, druidcraft,
> guidance*
> 1st level (4 slots): *detect magic, healing word,
> thunderwave*
> 2nd level (3 slots): *find traps, heat metal, warding
> wind*
> 3rd level (2 slots): *flame arrows, meld into stone*
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> ***Pack Tactics.*** The kobold has advantage on an attack roll 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.
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> ***Sunlight Sensitivity.*** While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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> ### Actions
> ***Quarterstaff.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 (1d6 - 2) bludgeoning damage, or 2 (1d8 - 2) bludgeoning damage if wielded with two hands.
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The kobold's love of traps and ambush tactics are well known. Some enterprising kobolds saw fit to create their own kinds of magic, and thus the holethrower was created. The kobold holthrower is about as well read as a kobold can be, doing their best to study stolen and found tomes for magic secrets. In doing so, they have developed the ability to temporarily manipulate the very environment around them, twisting it to form temporary traps and pits to trap the targets of their ambushes, or to waylay those who have escaped from other traps.
***A Particular Set of Skills.*** Their particular kinds of magic capitalises on their victims being in close proximity to one another, at the bottom of a pit or otherwise. They can char or pierce the bodies of their enemies with magic, knock their enemies into pits, or simply defend themselves, proving themselves both very resourceful, and near invaluable as part of a kobold ambush party.