Junk Shaman

Creature Codex (3pp)

Size
Small
Type
humanoid (kobold)
Alignment
lawful neutral
AC
12 (15 with junk armor)
Hit Points
42 (12d6)
Speed
walk 30 ft.
Saving Throws
Dex +4, Wis +5
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Common, Draconic
Challenge
2
STR
6
−2
DEX
14
+2
CON
11
+0
INT
11
+0
WIS
17
+3
CHA
9
−1

Traits

Animate Objects (1/Day)

The kobold casts animate objects without any components. Wisdom is its spellcasting ability.

recharge

1/DAY

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.

Other data

description