# Junk Shaman *Small* *Humanoid* *lawful neutral* - **Armor Class:** 12 (15 with junk armor) - **Hit Points:** 42 (12d6) - **Speed:** walk 30 ft. - **Challenge Rating:** 2 (450 XP) - **Source:** Creature Codex, page 238 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 6 (-2) | 14 (+2) | 11 (+0) | 11 (+0) | 17 (+3) | 9 (-1) | - **Saving Throws**: Dex +4, Wis +5 - **Skills:** - **Senses:** darkvision 60 ft., passive Perception 13 - **Languages:** Common, Draconic ### Special Abilities - **Animate Objects (1/Day):** The kobold casts animate objects without any components. Wisdom is its spellcasting ability. - **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.