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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.

Civilization and Culture

Naming Traditions

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.

Common Taboos

Unlike some other humanoids, kobolds don't fear or shun arcane magic. They see magic as part of their  connection to dragons, and are proud to be blessed with the ability to wield such power.

Common Myths and Legends

Kobolds believe that they were created by Tiamat from the blood of dragons-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.

Interspecies Relations and Assumptions

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 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.
Lifespan
Up to 120 years.
Average Height
2 to 3 feet tall.
Average Weight
Between 25 and 35 pounds.

Kobold

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 towards law.
Size: Small
speed: 30
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 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.