Sizzlebits, Peppa, and Skorch are a trio of mischievous kobolds who have turned the kitchen into their chaotic battlefield. These small, scaly creatures wear makeshift chef hats and aprons smeared with various ingredients. Sizzlebits has a patch over one eye, suggesting a close call with one of his own culinary experiments. Peppa, always clutching a pepper grinder, has a perpetual sneer and a penchant for spice. Skorch, the smallest of the three, constantly smells of singed hair and scorched food.
Together, they are a whirlwind of culinary chaos, combining their knack for cooking with an ability to weaponize the kitchen. They delight in flinging scalding liquids, throwing kitchen utensils, and creating hazardous conditions for anyone foolish enough to question their cooking. Despite their chaotic nature, the kobolds are surprisingly effective in their makeshift kitchen, and they fiercely defend their domain from intruders with a mix of fiery determination and creativity.
Anyone who enters their kitchen uninvited is likely to find themselves overwhelmed by a barrage of scalding soup, blinding flour, and a host of other improvised weapons. Sizzlebits, Peppa, and Skorch may be small, but their teamwork and inventiveness make them a formidable challenge
3 Kobolds in a Kitchen
Small humanoids (kobolds), typically chaotic messy
Armor Class 16 ( kitchen cover)
Hit Points 39 (7d6 + 7)
Speed 30 ft.
STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 8 (-1) 14(+2) 10 (0)
Skills Sleight of Hand +6, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 2 (450xp)
Sunlight Sensitivity. When the mephit dies, it will erupt in a massive cloud of steam. All creatures in a 20-ft-radius must make a successful DC 15 Dexterity saving throw or take 36(8d8) fire damage.
Pack tacticts. This mephit can cast the following spells innately (spell save DC 18) and its spell casting ability is Charisma: investiture of flame
Actions
Multiattack. The 3 kobolds in a Kitchen can take 3 actions during their turn. .
Knives Out.Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.
Pots & Pans. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.
Stinging insult. One of the kobolds lets out a string of curses towards a creature it can see within 40 feet of it. If the creature can hear the insult, it must succeed on a DC 16 Wisdom saving throw or have a disadvantage on its next attack roll or ability check until the end of its next turn on a failure.
Bonus Actions
Culinary Chaos. After one of their actions, the kobolds can use a bonus action to create chaotic culinary effects. The kobolds can only use this feature once per turn. Roll a d6 or choose from the options below:
1. Spicy Soup Bomb: The kobolds fling a boiling pot of soup. All creatures in a 15-foot cone must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.
2. Flour Bomb: The kobolds throw a sack of flour at a creature within 20 feet. The target must make a DC 14 Dexterity saving throw or be blinded until the end of its next turn. The area around the target becomes heavily obscured for 1 round.
3. Hot Pepper Bomb: The kobolds toss a bomb filled with ground hot peppers. All creatures in a 10-foot radius must make a DC 14 Constitution saving throw or be poisoned until the end of their next turn, coughing and gagging uncontrollably.
4. Grease Spill: The kobolds spill a large pot of oil in a 10-foot square within 20 feet of them. The area becomes difficult terrain, and any creature that enters the area or ends its turn there must succeed on a DC 14 Dexterity saving throw or fall prone.
5. Rolling Pin Rampage: the kobolds charge at a target within 30 feet with rolling pins in hand. They make a simultaneous melee attack (+4 to hit) against the target. On a hit, the target takes 10 (2d6 + 2) bludgeoning damage and must succeed on a DC 14 Strength saving throw or be knocked prone. Afterward, they disengage as a bonus action and escape back toward cover.
6. Flambé Finale: The kobolds ignite a dish and hurl it at a target within 30 feet. The target must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a successful one.




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