BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Kobolds

Kobolds, the race everyone loves except for when you don't. For the kind that tries to take even the smallest of gold to appease their dead masters, the dragons. Kobolds, the ones that dig the sewers of the world in hopes the humanoids above don't kill them in an instant. Kobolds, the chaotic little balls of joy that collect large hoards of wealth. Ahh everyone loves them.  
  • Esarius, "The World Archivist"
  • Kobolds, the small spec on the scale of the world of Aedir. Originally created by Ubo'Tao to serve the Dragons, the Kobolds diligently worked to collect wealth for their master's hoards. However, after the Dragon-Hunters exterminated the Dragons of the realm, the Kobolds were almost wiped out. However, Kobolds, with their extremely short lifespan are surprisingly effective breeders. But, they die, a lot.   Kobolds of the modern day are surprisingly not that endangered, they are often seen as helpers to the Humanoids, in hopes that they don't die. They dig out the sewers for the Humans, as they are expert excavators and are known for digging large caverns filled with traps to confuse humanoids.

    Basic Information

    Biological Traits

    Kobolds are completely scaled like the Pure Dragonborns. They have a lot of similarities to the Dragonborns, except they are shorter and scrawnier.

    Additional Information

    Social Structure

    Kobolds have a unique social structure in the fact that it's completely and utterly chaotic to a humanoid. The first big factor is that magic is seen as a negative to the Kobolds. Kobolds that are born with magic are labeled as an outcast and are often left to die in the wild. This is because to Kobolds, those that had magic were originally killed by their Dragon masters as they were seen as weak links compared to stronger Kobolds.

    Geographic Origin and Distribution

    Kobolds live mostly in dark environments, like caves, sewer systems and even in mountains. They prefer the shadows so they can hide from more monstrous creatures that pray on them.

    Average Intelligence

    Kobolds are not very bright, this can be shown by their incredibly short life span. However, despite most of their deaths being by accident, they are incredibly cautious. Kobolds view the world in a weird way, a way that only a Kobold can understand.

    Civilization and Culture

    Naming Traditions

    Similar to Yuan-ti, Kobolds have very unisex names, but most of their names are considered random letters strung together or words in Common.   Kobold Names: Doppu, Hitt, Russ, Mern, Snos, Tad

    Interspecies Relations and Assumptions

    Kobolds, surprisingly don't have bad relations with the Humanoids. Kobolds are seen as useful pests in their sewers. Not only do they excavate the sewers for the humanoids, but they also protect one another. The Humanoids protect the Kobolds from above, while the Kobolds keep the sewers safe from other threats.
    Lifespan
    120 years, but mainly lives to 10 years mostly
    Average Height
    2 - 3 feet
    Average Weight
    50lbs
    Average Physique
    Kobolds are very scrawny, but in scrawniness they are incredibly dexterous, being able to slip into small spaces. This lets them make confusing tunnels and shoot at enemies from tiny holes that only they can get into.
    Body Tint, Colouring and Marking
    Kobolds are mostly colored red, as their scales are red. It's uncommon for Kobolds to be different colors, to some it might be a boon but to others it might be a bane.

    Remove these ads. Join the Worldbuilders Guild

    Kobold

    ability score increase: Dex +2; Cha +1
    age: Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
    alignment: Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
    Size: Small
    speed: 30ft, burrow 10ft
    Languages: Common, Draconic
    race features:
    Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

    Comments

    Please Login in order to comment!