Initiate of the Elder Elementals

Small Humanoid (kobold), any evil alignment

Armor Class 12 (15 with mage armor)

Hit Points 33 (6d6+12)

Speed walk +30

Challenge 2

STR
9
-1
DEX
14
+2
CON
15
+2
INT
16
+3
WIS
11
+0
CHA
12
+1

Saving Throws con +4, int +5

Skills religion +5, intimidation +3

Senses darkvision 60 ft., passive Perception 10

Languages Common, Draconic, Primordial

Special Abilities

Blessing of the Elder Elementals. The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage.

Pack Tactics. The initiate has advantage on attack rolls against a creature if at least one of the initiate's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Versatility of the Elder Elementals. As a bonus action, the initiate can change the damage of a spell it casts from acid, cold, fire, or lightning to another one of those elements.

Spellcasting. The initiate of the elder elementals is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The initiate has the following wizard spells prepared: Cantrips (at will): pummelstone, light, mage hand, ray of frost 1st level (4 slots): burning hands, mage armor, tidal barrier 2nd level (3 slots): gust of wind, misty step, scorching ray 3rd level (2 slots): lightning bolt, frozen razors

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Gift of the Elder Elementals. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) acid, cold, fire, or lightning damage, and the target has disadvantage on its next saving throw against any of the initiate's spells that deal the chosen type of damage.

Source: Tome of Beasts 2 · OGL/Open