Kobold
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.
In the kobolds' version of a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god Kurtulmak. In the world they occupy, kobolds are often bullied and enslaved by larger creatures—or, when they live on their own, they are constantly fearful of invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous improvised traps they use to protect their warrens.
Expert Tunnelers
Kobolds are naturally skilled at tunneling. Similar to dwarves, they seem to have a near-instinctive sense of what sections of stone or earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn't feel safe. Some human communities hire kobolds to dig their sewer tunnels, paying them with food and tools the kobolds wouldn't have access to on their own. If treated well and left alone, they'll work industriously and might even build a warren and make a permanent home there, while continuing to expand the town's sewers as the community grows. These "city kobolds" live underground but might make occasional nighttime forays up to the surface. Roughly one quarter of the towns and cities in the world have kobold communities living under them, but the kobolds are so good at staying hidden that the surface-dwelling citizens in the area often don't know what lies beneath them.Able Scavengers
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don't automatically shy away from trying to grab items that are the property of other creatures, because such objects are more likely to be in good condition and thus more useful or valuable. When they go after items that aren't free for the taking, kobolds try to remain undetected and don't give their targets reason to harm them. Some aggressive individual kobolds and tribes do exist, but in general kobolds don't purposely provoke retaliatory attacks from the creatures they steal from. It's better to be cautious and overlooked than to be considered dangerous and a threat. In a couple of situations, kobolds might abandon this careful approach. First, because of their hatred of gnomes, city kobolds often go out of their way to target gnomes' houses and shops. Their fear of retaliation usually prevents any direct harm, but they enjoy pranking them in a manner that will humiliate, injure or anger, but not incite any killing. Second, they'll lose concern for stealth when magic items are involved. Devout kobolds seek to free their imprisoned god, Kurtulmak, and will take any magical curiosities to tribal sorcerers in an effort to help them realize their goal.Dragon Servitors
Kobolds believe that, just like the dragonborn, they were created by Tiamat from the blood of Io—a view supported by their reptilian (they would say draconic) appearance. In every kobold tribe, the legend of the creatures' origin is passed down from elder to hatchling, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger humanoids, but they know that there is greatness within them and they are proud that they were chosen to be the blood-kin of dragons. Kobolds are awed in the presence of a real dragon, as if an actual avatar of a deity were in their presence. Some tribes will willingly serve chromatic dragons and worship them as if they were demigods-mighty beings of divine descent. Although kobolds usually don't worship Tiamat directly, they recognize her as the dragon-goddess of all chromatic dragons, and as the master of their racial god, Kurtulmak.Strength in Numbers
Kobolds have a tribal society in which they all take on specialized roles that protect and sustain the tribe. The strongest kobolds are trained to be hunters and warriors, the most clever are crafters and strategists, the toughest are miners and beast-wranglers, and so on. Even a stupid or physically weak kobold is valued and given a role in the tribe, whether something as simple as picking mushrooms for food or watching over hatchlings, and they all understand that their actions contribute to the survival of the group. Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds who've known each other for over a decade might consider each other friends or enemies, but the strength of this sentiment is much fainter than any comparable human emotion. Since most of their waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.Kobold Names
Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts, or typical behavior. For example, "Red Foot," "White Claw," and "Scurry" are Common translations of often-used names. A kobold might change its name when it becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. Kobold Names: Arix, Eks, Ett, Galax, Garu, Hagnar, Hox, Irtos, Kashak, Meepo, Molo, Ohsoss, Rotom, Sagin, Sik, Sniv, Taklak, Tes, Urak, VarnKobold Traits
Your kobold character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Strength score is reduced by 2. 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. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. 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 can see you. 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. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Languages. You can speak, read, and write Common and Draconic.
Genetic Ancestor(s)
Lifespan
Lives up to 120 years, but rarely lives past 20
Average Height
2'0"-2'5"
Average Weight
35-45 lbs
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