b'Kobold, Barbed \n'b'  Family:   Kobold  \n'b' A brawny looking kobold brandishes a manticore spike driven through its scaled hand. \n'b'  Small   humanoid  (kobold),  lawful evil  \n'b'  Armor Class  13  Hit Points  44 (8d8+8)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  16 (+3)  CON:  12 (+1)  INT:  8 (-1)  WIS:  10 (+0)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Athletics  +4,  Stealth  +5  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  Common, Draconic  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Pack Tactics . The kobold has advantage on  attack  rolls against a creature if at least one of the  kobold\xe2\x80\x99s  allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'  Sunlight Sensitivity . While in sunlight, the kobold has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Actions \n'b'   Barbed Slash .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 7 (2d4 + 2) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 12  Constitution  saving throw or be  poisoned  until the end of its next turn. \n'b'  Javelin .  Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target.  Hit : 5 (1d6 + 2) piercing damage. \n'b'  About \n'b'  Leaders . Barbed kobolds are physically stronger than their brethren and bear the scars of living close to manticores. \n'b'  Marked . Barbed kobolds are known by the large tail spike driven through their wrist and hand. They are immune to the poison that still seeps from the spike.'