TEXT: DMsGuild Template
  September 2020 
  TITLE RIGHT SIDE
  1
  KOBOLD
  HOME
  s
  A HOLIDAY PARODY ADVENTURE WITHOUT THE ADVENTURERS 
  
  1
  HOME KOBOLDS 
  CREDITS 
  Crafted by Paul Metzger @metzpaul
  Edited by Kathleen Harrington @KatnBR
  Maps by Dyson Logos
  Some artwork courtesy Wizards of the Coast 
  Dungeon Masters Guild Creator Resources.
  Page background and watercolor splashes 
  designed by lifeforstock / Freepik.
  DUNGEONS & DRAGONS, D&D, Wizards of the 
  Coast, Forgotten Realms, Ravenloft, Eberron, the 
  dragon ampersand, Ravnica and all other Wizards 
  of the Coast product names, and their respective 
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  the USA and other countries.
  This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such 
  material is used with permission under the 
  Community Content Agreement for Dungeon 
  Masters Guild.
  All other original material in this work is 
  copyright 2020 by Paul Metzger and published 
  under the Community Content Agreement for 
  Dungeon Masters Guild.
  First edition. December 23, 2020
  OVERVIEW 
  This holiday-themed adventure is a loose parody 
  retelling of the classic ﬁlm Home Alone. As your 
  adventuring party relax at an inn or tavern 
  around the time of the Midwinter holiday, they 
  are approached by a kobold who offers to share a 
  tale of Midwinter adventure.
  A tribe of kobolds had taken up residence in 
  the old dilapidated mansion of a ﬁshing industry 
  magnate. In honor of the gaudy trophy mounted 
  above the ﬁreplace, the kobolds dubbed their 
  home The Silver Tuna. 
  Every year, the tribe would travel to a large 
  Midwinter festival. This particular year, however, 
  a number of the kobolds had been quite naughty 
  and the tribe concocted a reason to leave them 
  behind. A pair of bandits calling themselves the 
  “Wealth Enrichment Troupe” had become active 
  in the area, robbing homes, haunts, and hideouts 
  while their occupants were away.
  The Silver Tuna kobolds used the threat of the 
  WET bandits as an excuse to leave the naughty 
  kobolds behind to guard the mansion, making a 
  show of dubbing them the “Kobold Emergency 
  Vanguard of Immediate Necessity.”
  The KEVIN kobolds were more than happy to 
  see the rest of the family gone. After all, the others 
  were just a bunch of big jerks who were always 
  picking on them.
  When the WET bandits arrive looking to score 
  the silver tuna, your players each take on the role 
  of one of the KEVIN kobolds, devising clever 
  traps to impede the bandits’ progress. After all, 
  it’s their home—they have to defend it!
  HOME KOBOLDS
  
  2
  THE WET BANDITS 
  Squat, bald, and sporting an emerald false tooth, 
  Harold considers himself the boss of the pair of 
  thieves and the brains behind the operation. 
  Marvin is tall and lanky, with wild frizzy hair and 
  a happy disposition. He’s proud of having come 
  up with the name “Wealth Enrichment Troupe.” 
  The two WET bandits have been plundering 
  unoccupied homes in the region in the lead-up to 
  the Midwinter holiday as their occupants travel to 
  festivities. Although their spoils so far have been 
  impressive, Harold is excited to plunder an old 
  home said to have on display a ﬁgure of a large 
  ﬁsh crafted from solid silver and worth a small 
  fortune.
  SLAPSTICK 
  Because this adventure is rated PG, the 
  consequences for the acts of horriﬁc violence that 
  will ensure are purely comical in nature. 
  Harold and Marvin each carry a slap stick, a 
  magic item that would make no sense outside the 
  speciﬁc context of this one-off adventure 
  (although a more limited version is later provided 
  as a reward). The slap stick provides immunity to 
  all damage (humorously) and causes all weapon 
  attacks to fail. When either occurs, a ruler-like 
  stick appears in front of the bandit and slaps them 
  across the face. The bandit must then react to the 
  circumstance in a cartoonish manner. Direct 
  combat between the kobolds and bandits is rather 
  pointless. 
  A slap stick has 10 charges, and expends one 
  charge it provides immunity to damage taken. 
  Over the course of Harold and Marvin taking a 
  beating, use your description of the slap stick’s 
  appearance to indicate to the players that their 
  traps are taking their toll. As things progress the 
  stick begins to appear less solid, shorter, and 
  lacking the same oomph of face slapping. 
  Harold’s smile reveals an emerald false tooth. 
  It’s magical, but Harold hasn’t realized that. The 
  ﬁrst time Harold takes bludgeoning damage to 
  the face, even if the slap stick  provides immunity, 
  the tooth be toad is knocked loose. 
  BANDIT ATTACKS 
  Any weapon attack made by a WET bandit 
  automatically fails. It’s a good idea to provide a 
  example of this early in the session. For example:
  As the taller man with the crazy hair winds up for a 
  mighty chop with his crowbar, a short ﬂat stick 
  appears midair and slaps the man across the face. 
  His left foot slips and the loss of balance causes the 
  swing to miss wildly and slam into the ground. 
  Vibrations from metal clang intensify as they travel 
  up through the man causing him to spasm 
  uncontrollably. “You idiot!” shouts the smaller 
  bandit. “How many times you gonna do that before 
  you get it through your thick skull that it don’t work!” 
  Hung out to Dry. The one move the bandits do 
  have in melee is their Hangup action. If a kobold 
  fails their save, the bandit produces a clothes 
  hanger (seemingly from nowhere and with an 
  endless supply), shoves it through the collar of 
  the kobold’s shirt, and hangs them on the nearest 
  wall. The kobold is then restrained until a 
  companion pulls them down.
  HOME KOBOLDS
  WET BANDIT 
  Medium humanoid (human), chaotic evil 
  Armor Class 12 
  Hit Points 50 (arbitrary) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+2) 
  12 (+1) 
  8 (-1) 
  8 (-1) 
  8 (-1) 
  Damage Immunities All (slap stick)  
  Senses Passive Perception 9 
  Languages Common  
  Special Equipment. The WET bandit carries a slap stick, which 
  grants immunity to all damage types, and causes all weapon attack 
  rolls to automatically be a 1 on the d20.  
  ACTIONS 
  Crowbar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  
  Hit: 3 (1d6) bludgeoning damage. 
  Hangup. A Small creature within 5 ft. of the WET bandit must make 
  a DC 12 Dexterity saving throw. On a failed save, the WET bandit 
  can stick a clothes hanger through the creature's clothing and move 
  up to their speed to pin the creature to a wall. The creature is 
  restrained. The condition ends when another creature uses their 
  action to free the target. 
  
  3
  Okay, FINE. Have a Combat Encounter. 
  Because most groups feel the need to roll 
  initiative and kill something, Harold has a grey bag 
  of tricks. Roll a d6 rather than a d8 to determine 
  the creature each fuzzy object transforms into, 
  thus limiting to creatures to a CR no greater than 
  1/4. 
  DAMAGE IMMUNITY  
  Since the entire point is to subject the bandits to 
  brutal physical punishments, it’s a good thing the 
  slap stick provides immunity to all damage types. 
  Whenever a bandit would take damage, the 
  magical stick appears and slaps them across the 
  face. They then react in an over-the-top Three 
  Stooges fashion. This will require creative improv 
  on the part of the DM. Remember: no blood or 
  anything gruesome. We wouldn’t want children 
  to get the wrong idea about gratuitous violence. 
  Some suggestions are provided here to get you 
  started:
  Bludgeoning. The bandit crumples where the 
  blow was dealt, and stars or little birdies brieﬂy 
  encircle their head. A swollen lump protrudes 
  thereafter. 
  Piercing. A clean hole appears at the point of 
  puncture. The bandit howls in pain and plugs the 
  hole with their ﬁnger.
  Slashing. Either side of the slice ﬂap in the 
  breeze (remember, no gore!) The bandit pulls out 
  needle and thread or a role of tape to hastily 
  secure the wound. 
  Acid. The bandit’s ﬂesh appears to melt like 
  candy in the hot sun. They can produce a box of 
  baking soda and cause the affected area to ﬁzz 
  like a 1st-grade science experiment. 
  Cold. A layer of ice covers the bandit, who is 
  momentarily immobilized before breaking free 
  and causing the ice to shatter around them. Their 
  lips turn blue and their teeth chatter.
  Fire. For a beat or two, the bandit is perfectly 
  content. Then they realize they are on ﬁre and 
  freak out, running about making it worse until 
  eventually rolling around to smother the ﬂames. 
  Their clothing and hair is then singed.  
  Force. A reaction to force damage is similar to 
  bludgeoning, except with a lot more ﬂailing 
  physical reaction. A head or limb might spin in a 
  way not anatomically possible. 
  Lighting. Crackling blue energy surrounds the 
  bandit and they convulse wildly. Afterwards, the 
  top of their head emits a steady hiss of smoke. 
  Necrotic. Flesh turns black and falls to the 
  ground. The bandit suddenly sports black lipstick 
  and eyeliner and comments sullenly on the 
  futility of existence. 
  Poison. The bandit turns sickly green and 
  retches. You never see the vomit, of course, but 
  you certainly hear it.
  Psychic. The bandit looks to the sky with eyes 
  rolled back while babbling. Or simply stares out 
  into the distance, a single tear rolling down their 
  cheek. 
  Radiant. As the searing light rains down upon 
  them, the bandit falls to their knees, looks above 
  and yells “Lord, have mercy! I repent, I rep… 
  wait. No, I don’t. I’m evil!”
  Thunder. The bandit clamps their hands over 
  their ears, and then proceeds to TALK VERY 
  LOUDLY even if they aren’t subject to the 
  deafened condition.
  THE KEVIN KOBOLDS 
  With the Midwinter holiday fast approaching, it 
  was time to the kobold tribe to travel to the 
  annual feast! In response to the known WET 
  bandit threat, a small group was branded the 
  “Kobold Emergency Vanguard of Immediate 
  Necessity.” In reality, the rest of the tribe didn’t 
  like those kobolds very much and used it as an 
  excuse to leave them Home Al… all… all by them 
  selves at home. No copyright infringement in 
  that. 
  The number of KEVIN kobolds conveniently 
  matches the number of players at your table, and 
  each will play one of the kobolds rather than their 
  usual character, who is in a tavern listening to this 
  story unfold. 
  HOME KOBOLDS
  
  4
  HOLIDAY ADVENTURE 
  The holiday season can make the already tough 
  job of session-scheduling nearly impossible. But 
  even if you have all of your players or it’s not the 
  holidays, this adventure is a ﬁne diversion from 
  normal play or a great one-shot.
  The conceit is that adventure is a story being 
  told to your players’ regular characters at some 
  tavern. Like a tale from the Yawning Portal. 
  STARTING THE ADVENTURE 
  Place your adventuring party in some tavern and 
  get cracking.
  You sit around a table in the cozy taproom, enjoying 
  conversation as a blazing ﬁre wards off the chilling 
  winter cold outside. A lone kobold pulls up a chair. 
  “Buy me an ale and I’ll share a Midwinter’s tale.” 
  Give each player a copy of the KEVIN kobold 
  stat block (a page with plenty of room for 
  notetaking is provided at the end of the 
  adventure) and ask the players to give them 
  festive names. The kobold (whose name is Mak 
  Alazta, if it comes up) describes how the KEVIN 
  kobolds came to be Left All By Themselves at 
  Home that year. 
  The action starts as the WET bandits approach 
  the front door of Silver Tuna Manor.
  IT’S OUR HOME. 
  WE HAVE TO DEFEND IT! 
  When the WET bandits arrive, and as the bandits 
  progress through the kobolds’ home, the kobolds 
  refer to their battle plan. 
  When the bandits reach any area of the house, 
  step back in time and have the players devise a 
  trap which was set up in preparation for facing 
  the thieves. The more ludicrously complicated 
  and Rube Goldberg-esque the better. 
  After the trap is devised, return to the present 
  and play out the triggering of the trap and any 
  other interactions you deem necessary. Repeat 
  this process as you move to the next area of the 
  home. 
  TRAP-MAKING EQUIPMENT 
  In order to create these traps, the kobolds have 
  access to any of the items on the Adventuring Gear 
  table in Chapter 4 of the Player’s Handbook as well 
  as any other mundane household items the 
  players come up with that you deem appropriate. 
  Putting the table on page 150 or the equivalent 
  from an online source D&D Beyond directly in 
  front of the players helps get the creative juices 
  ﬂowing, and is also a good way to introduce new 
  players to the myriad of adventuring gear 
  available .
  The kobolds also have these spell scrolls: alarm, 
  grease, heat metal, magic mouth and these magic 
  items: bead of force (1 bead), dust of dryness (1 pinch), 
  immovable rod, potion of healing, wind fan.
  Each area of the home has appropriate items 
  (e.g., pots and pans in the kitchen), which are 
  non-exhaustively listed in that area’s description. 
  SILVER TUNA MANOR 
  The kobold tribe nested in this long abandoned 
  dilapidated mansion of a ﬁshing industry 
  magnate. In honor of the gaudy trophy mounted 
  above the ﬁreplace, they dubbed their home The 
  Silver Tuna. The full map of the two-story 
  structure is located at the end of the adventure.
  FRONT DOOR 
  A path made of broad ﬂagstones leads to a stone 
  staircase, bereft of a railing, which climbs 5 feet to 
  a wide porch. The front door of the home is made 
  from heavy wood, and the large brass doorknob 
  is embossed with a ﬂopping ﬁsh design. The bush 
  to the right of the porch has been decorated with 
  four candles, each glowing with the light of a 
  continual ﬂame spell. The entire area is snow-
  covered, and because of a recent thaw/freeze 
  cycle and kobold lack-of-shoveling laziness (they 
  prefer to go in and out via the back at the kitchen) 
  the area is quite slippery.
  HOME KOBOLDS
  
  5
  You can use this boxed text to kick things off and 
  clue your players into how things are going to go:
  The moment you feared has arrived. Two men, one 
  squat and bald and the other tall with crazy hair, clink 
  crowbars as they approach your home. The shorter 
  man begins to slip on the slick path, his arms ﬂailing 
  wildly to keep his balance. One leg ﬂies into the air, 
  then the other. On his way to the ground a small ﬂat 
  stick appears and slaps the man across the face then 
  disappears before his head hits the ground with a 
  sickening crack. A small galaxy of stars brieﬂy circle 
  his head, but after a moment he rises, and the back 
  of his caved-in skull moves back into place with a 
  loud “POP!” 
  “Yeowsa!” he exclaims. “Even with this thing, I gotta 
  be more careful. That really hurt!” He breaks into a 
  wide grin. “Let’s get that silver tuna!” 
  Fortunately, you were prepared. This is your house. 
  You have to defend it! 
  Have your players devise their trap, and then 
  play out the bandits setting it off. If they are 
  adequately deterred at the front door, they move 
  around the house to try the back. Otherwise the 
  duo continues into the entryway.
  ENTRYWAY AREA 
  This area of the mansion leads to the living room, 
  dining area, and staircase. The hallway is lit with 
  oil lamps and the ﬂoor is covered with well worn 
  rugs. The large display case set against the living 
  room wall is littered with worthless kobold 
  treasures. 
  Coat Closet. The closet by the front door is mostly 
  empty, with the kobold clan having bundled up in 
  their cold weather gear for their midwinter 
  journey. 
  The closet is the ﬁrst place Harold starts 
  looting, and is actually pretty happy to ﬁnd all the 
  empty coat hangers. “Can never have enough of 
  these,” he exclaims, as he stuffs them into his 
  sack.
   Library. The room to the north contains a 
  comfortable recliner, a player piano, and 
  bookcases stuff with musty old books. The titles 
  of the books are primarily related to sailing and 
  ﬁshing.
  LIVING ROOM 
  The kobolds’ primary living area features 
  furnishing that were luxurious when originally 
  placed there more than a century ago, but have 
  fallen into decay. A number of kobold-sized bean 
  bag chairs are strewn about the room, and a 3-foot 
  tall, sloppily decorated spruce tree stands in the 
  bay window. 
  KITCHEN / DINING AREA 
  The entirety of the remaining area of the 
  mansion’s main ﬂoor is dedicated to the kobolds’ 
  favorite activity.
  HOME KOBOLDS
  
  6
  Spillover. Dirty dishes scattered about the ﬂoor 
  of the area directly off the main hallway indicate 
  that not everyone in the large kobold clan gets a 
  seat at the table. A writing desk in the corner has 
  been repurposed as a makeshift bar.
  Formal Dining. A large oak table with ﬁnely 
  carved wooden chairs sized for the home’s 
  original occupants dominates this room. The table 
  is also littered with the original occupant’s china, 
  now chipped and worn, and ﬂatware that the 
  bandits are excited to ﬁnd is, in fact, cast in pure 
  silver. The ﬁreplace here is shared with the 
  kitchen.
  Kitchen. The large cooking hearth is ﬂanked by 
  an oil stove and cupboards containing all manner 
  of cookware. A china cabinet on the far end of the 
  room contains more china and silverware. 
  Directly across from the ﬁreplace, an alchemy jug 
  is permanently mounted above the countertop. 
  The bandits are frustrated to ﬁnd that no amount 
  of work with their crowbars can pry it loose. A 
  door leads to the back patio.
  Pantry. A small cellar (not pictured on the 
  map) can be accessed under the stairs leading to 
  the mansion’s second level. The kobolds have it 
  well stocked with dry and preserved goods for 
  the long winter. 
  BACK PATIO 
  The kobolds keep this rotting wooden deck clear 
  of snow and ice, and footprints leading to and fro 
  indicate that this is their primary entrance to the 
  mansion. The deck sits 5 feet above the ground, 
  and the decaying wooden staircase has been 
  modiﬁed to include extra steps for the gait of a 
  kobold. 
  STAIRCASE / HALLWAY 
  A narrow (by human standards) staircase ascends 
  to the second level’s hallway. The communal 
  water closet lies to the north, and a linen closet to 
  the south.
  WESTERN QUARTERS 
  The upper level of the mansion demonstrates the 
  kobold clan’s pecking order. The lower status 
  kobolds are piled into a series of connected rooms 
  to the west.
  Entry Area. The lowest status kobolds occupy 
  this room which is littered with simple bedrolls. 
  The KEVIN kobolds would normally sleep here, 
  but have helped themselves to more comfortable 
  accommodations left unoccupied. 
  Bedrooms. The suite to the north and bedroom 
  to the south have their original, human-sized 
  furnishings, but it’s clear that that more than one 
  kobold occupies each bed.
  HOME KOBOLDS
  
  7
  The Silver Tuna. The kobolds have set up a trio 
  of kobold-sized bunk beds in the room with the 
  ﬁreplace. Above the mantle is the primary object 
  of the thieves’ desire. They’re in for a sad 
  surprise.
  The bandit licks his lips and rubs his hands together. 
  “There’s our prize! The Silver Tuna.” As he works the 
  crowbar attempting to get it loose, there’s the sound 
  of splintering wood, and ﬂecks of silver paint go 
  ﬂying. The bandit stares dumbly for a moment, and 
  then the stick appears. With a slap across the face 
  the bandit begins to turn bright red. Steam blasts 
  out his ears with a whistling-teakettle scream. “It’s 
  fake! All this for a fake! I’ll kill those little monsters!” 
  “QUEEN” OHARA’S SUITE 
  The kobold matriarch has claimed these large 
  rooms with her own small private water closet. 
  Bedroom. Unlike other rooms in the house, the 
  opulent furnishings here aren’t worn and musty. 
  The room is tastefully decorated with six 25 gp art 
  objects, which the bandits greedily stuff into their 
  sacks.
  Sewing Room. Ohara considers herself quite 
  the fashionista, and has made a hobby of sewing 
  her own garments. The room contains bolts of 
  fabrics, a foot-pump-operated sewing machine, 
  and a mannequin that has been enchanted to 
  change poses upon command. 
  LIEUTENANTS’ QUARTERS  
  The clan’s two toughest warriors, Zubb and Ratra, 
  have been granted use of these private rooms on 
  the right and left, respectively. 
  Zubb’s Room. The unlocked chest next to 
  Zubb’s bed contains 49 gp in coins of various 
  denominations and minor gemstones, 2 ﬂasks of 
  alchemist’s ﬁre, and one potion of healing. Zubb’s pet 
  giant wolf spider lurks under the bed.
  Ratra’s Room. The corner bedroom contains a 
  miniature ballista that Ratra built out of a human-
  sized heavy crossbow. 
  ENDING THE ADVENTURE 
  The WET bandits’ romp through the house ends 
  when one of them feels true, hit-point-losing pain 
  when their slap stick is depleted. If there are no 
  more rooms to trap, hand-wave burning the last 
  charge of a slap stick when the ﬁnal trap was 
  triggered.
  The bandit groans in pain to his companion, “Let’s 
  get out of here, I’m done gettin’ all tore up.” 
  “Give up?” 
  “Are you thirsty for more?”  
  The duo turn with deadpan expressions towards a 
  bare wall, as though someone there were watching 
  them.  
  The bandits do their best to escape. Its up to the  
  players to decide if their kobolds are bloodthirsty 
  little murderers.
  HOME KOBOLDS
  
  8
  Eventually the local constabulary shows up 
  and takes the thieves into custody, and the scene 
  abruptly turns back to the players’ characters in 
  the tavern.
  The storyteller concludes:
  “What did you expect, some heartwarming subplot 
  about an old man reuniting with his estranged 
  family? I ain’t no bard, I just tell it like it happened. 
  But since you were such good listeners… and since 
  I’ve been liberally abusing your bar tab this whole 
  time… I got a present for ya. Don’t do me no good 
  nomore anyhow. Happy Midwinter!” 
  REWARDS 
  Mak presents each character who listened to his 
  tale with a bit of slap stick. He explains:
  “So after those goons were put away, we were given 
  some of their stuff in recompense. We weren’t 
  exactly good at sharing, so we split it up and… 
  well… that was a mistake.” 
  BIT OF SLAP STICK 
  Wondrous item, very rare 
   
  This small, thin piece of soft wood measures approximately 
  1 × 3 inches. The creature who possess it always feels a bit 
  more goofy than usual. Whenever the creature takes 
  damage the feeling momentarily intensiﬁes and the 
  creature may choose to become immune to that damage. 
  In order to do so, the creature must respond in a comical, 
  over-the-top, and not necessarily realistic, manner 
  proportional to the amount of damage taken. The DM 
  determines if the performance is sufﬁcient. Once a creature 
  has received damage immunity from any bit of slap stick 
  they may not do so again, although the item may be 
  passed on to another creature. 
  If Harold’s tooth was knocked out at some 
  point, Mak might be persuaded to part with it as 
  well, since it’s too big for his own mouth. This 
  item is considerably more powerful and may not 
  be appropriate for low-level adventuring parties. 
  TOOTH BE TOAD 
  Wondrous item, rare (requires attunement by a Medium size 
  humanoid who is missing a tooth) 
   
  This tooth, sized for a Medium humanoid, is made of 
  glistening emerald. You can use an action to activate the 
  tooth by asking a creature a question. If the creature 
  answers truthfully, they get a frog in their throat. The 
  creature can communicate normally, but has disadvantage 
  on Charisma checks. Whenever the creature attempts to 
  cast a spell, they must make a concentration check (as 
  though concentrating on a spell). On a failure, the spell fails 
  and the creature becomes (sigh) a little hoarse. While in this 
  state, the creature behaves as though under a polymorph 
  spell transforming them into a rat, although they appear as 
  a Tiny horse.  
   
  Once used, this item can’t be used again until the next 
  dawn. 
   
  I was already whacked out on whatever the dentist gave me 
  for the extraction, and then I drank a bunch of eggnog! 
   
  — Mal Paronoma, Inventor 
  HOME KOBOLDS
  KEVIN KOBOLD 
  Small humanoid (kobold), chaotic neutral 
  Armor Class 12 
  Hit Points 15 (2d6-2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  15 (+2) 
  9 (-2) 
  12 (+1) 
  7 (-2) 
  14 (+2) 
  Saving Throws Dex +4 
  Skills Performance +4, Stealth +4 
  Senses Darkvision 60 ft. Passive Perception 8 
  Languages Common, Draconic  
  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. 
  ACTIONS 
  Slingshot. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage. 
  
  9
   
  HOME KOBOLDS
  
  10
  HOME KOBOLDS
  KEVIN KOBOLD 
  Small humanoid (kobold), chaotic neutral 
  Armor Class 12 
  Hit Points 15 (2d6-2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  15 (+2) 
  9 (-2) 
  12 (+1) 
  7 (-2) 
  14 (+2) 
  Saving Throws Dex +4 
  Skills Performance +4, Stealth +4 
  Senses Darkvision 60 ft. Passive Perception 8 
  Languages Common, Draconic  
  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. 
  ACTIONS 
  Slingshot. Ranged Weapon Attack: +4 to hit, range 30/120ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage. 
  My name is:
  The tribe left me behind for the holiday because:
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Home Kobolds.pdf