Physical Description:
Snickwhistle is a diminutive kobold with vibrant green scales and large, expressive amber eyes that gleam with curiosity. His wiry frame is adorned with an assortment of gears and gadgets strapped to his studded leather armor, and he wears a pair of oversized goggles perched atop his head, which he frequently adjusts with his clawed fingers. Despite his small stature, there's a frenetic energy about him, and his movements are quick and nimble as he flits about tinkering with various mechanical contraptions.
Personality:
Snickwhistle is a bundle of eccentricity and enthusiasm, with a mind that's constantly whirring with ideas and inventions. He's fiercely passionate about his work as a tinkerer and takes great pride in his mechanical creations, often speaking about them as if they were his own children. Though he may come across as scatterbrained at times, Snickwhistle possesses a keen intellect and an insatiable curiosity about the world around him. He's always eager to share his latest inventions or engage in lively discussions about the intricacies of steam-powered machinery, and he has a knack for turning even the most mundane of tasks into an exciting adventure. Despite his odd quirks, Snickwhistle is a loyal friend and ally, always willing to lend a helping hand to those in need, especially if it involves tinkering with something new and exciting.
Stats
- Armor Class: 15 (studded leather)
- Hit Points: 35 (5d8 + 10)
- Speed: 30 ft.
Str |
Dex |
Con |
Int |
Wis |
Cha |
8 (-1) |
16 (+3) |
14 (+2) |
16 (+3) |
10 (+0) |
8 (-1) |
- Saving Throws: Intelligence +6, Wisdom +2
- Skills: Arcana +6, Investigation +6, Sleight of Hand +5, Tinkering Tools +6
- Damage Resistances: Fire
Equipment:
- Studded leather armor,
- goggles,
- tinker's tools,
- a wrench
- Specially configured Sweeper (shotgun)
Abilities:
- Inventive Mind: The Kobold Engineer has advantage on Intelligence (Arcana) and Intelligence (Investigation) checks related to mechanical devices and constructs.
- Tinkerer: The Kobold Engineer can spend one hour and 10 gp worth of materials to construct a Tiny clockwork device. The device ceases to function after 24 hours (unless the kobold spends 1 hour repairing it to keep the device functioning), or when the kobold uses its action to dismantle it; at that time, the kobold can reclaim the materials used to create it. The kobold can have up to three such devices active at a time.
- Arcane ammunition- you gain the ability to imbue ammunition with magical properties. By spending a corresponding spell slot, and 2 hours per spell lvl, you can infuse a piece of ammunition with a spell that uses an attack roll. When the ammunition is fired, it takes on the spells effects in addition to the bullets' base damage. Can have 4 peices of Ammo created in this way at a time.
Actions:
- Wrench Strike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
- Sweeper: 3d6 +dex mod fire damage, range 10/30, 4 shot, misfire 3. Does not impose disadvantage in melee, but knocks Snickwhister prone when fired. BA to relaod, improved stock feature.
Spells
- At Will: Magic Missle, Sleep
- 2 per day: Conjure Barrage
- 1 per day: Lightning Arrow