Inquiring Mind (1/Day). The kobold can cast detect magic, requiring no spell components and using Intelligence as the spellcasting ability.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of its 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.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:4 (1d4 + 2) piercing damage.
Alchemical Flame (Recharge). The kobold unleashes fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed saving throw, or half as much damage on a successful one.
Kobolds are reptilian Humanoids that often revere dragons. Physically weak, they find strength in numbers.