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Kobolds

Description

Kobolds are a small species of reptilian humanoids. They are cowardly, nimble and industrious but also fiercely territorial and focused on their family and tribe. Historically they have often lived in subterranean caverns or dense forests, but with the spreading of civilization they have been forced to adapt. Nowadays many Kobold tribes live in the underbellies or sewer systems of large cities where they scavenge all manner of objects.  

Culture

Due to their large population size compared to the area they generally occupy, they live in communal areas with little privacy. Their tribes are clearly divided in groups of specialized laborers and they are respectful of authority. Those who do break the rules however are readily exiled or executed, with nearly all of them preferring exile. Their language is a variant of Draconic that is more adjusted to their yipping accents.  

Junk Drakes

Kobolds have always been naturally inventive and this skill has translated into an adeptness at re-purposing things people in the cities leave behind. These city-dwellers are often called Junk Drakes, and they are by far the most numerous of their kind. Although they do not understand the purpose of a lot of the objects they find, these junk savants manage to consistently invent new ways of using them anyway. This knack for invention has astounded many other races who otherwise look down on them, but some also see the value in it. Several of the larger cities in Middenland let these Kobold tribes live near waste management sites. The city government gives them a safe place to live and some food. In return they sort out all of the trash, a job that no one in the city would want to do, and they sell some of their inventions. For example in Corasonne there is the Firebrand Tribe that lives in the Warrens area where they are mostly left alone. They do not need to be forced to do this, they aren't slaves, but they aren't exactly treated well either. Many of the other intelligent, humanoid species look down on them, viewing them as little more than overgrown vermin.  

Dune Hoarders

The dune hoarders, or sapphire kobolds as they prefer to call themselves, are a subspecies originating from the desert continent of Sabara. They are more smart and sociable than the other sub-species, if it weren't for their insatiable greed. They love anything and everything that has value, and dream of nothing more than owning everything in sight. While they are not above backstabbing or under-the-counter deals, they are rarely thieves. They need things to legally belong to them so they can show it off to everyone else. Similarly, they do not hide and hoard, they put it all on display basking in admiration and consumed by jealousy. They even show it off in how they dress, wearing the shiniest and most ostentatious apparel they can find. The word 'tacky' doesn't come even close to properly describing them.   They constantly change items, always looking for a better deal and are extraordinarily opportunistic. They particularly revel in outsmarting another of their own kind, as they consider themselves the best merchants. This is a questionable belief, considering they aren't even that good with words and their line of thought is often confusing. They often live by themselves, as sharing wealth with another is near anathema to them. On some level however, they understand the necessity of maintaining their race, and thus they do come together during mating season. They do however come together during mating season, understanding the necessity of sustaining their race. They may not like each other, but they all know each other. Kids are a burden, but also too stupid and incompetent to be a threat, so they don't mind having one or two around. For a while. So each kobold will house one for a while, teaching them some tricks of the trade, before passing them on to the next one. Children are raised by the entire community in this manner.  

Stoneborn

The Stoneborn Kobolds hail from the mountains as their name indicates. Unlike their Stormblooded brethren they are not resistant to cold however, so they are only found up to a certain height. They generally originate from the northern parts of Middenland and the Pale Mountains where they live in caverns or small settlements built at high altitudes that larger creatures would have difficulty reaching. Due to their size and agility they can move where almost no one else could. They are stoic and fearless raiders, but with a strong predilection towards alcohol. They often drink before battle to enhance their natural bravery. Even with all their bravery, they are not stupid enough to routinely attack civilized settlements. While their settlements may be hard to reach, retaliation from humans or dwarves could still be catastrophic so they would rather avoid it. Compared to other variants, their colors are more muted tending towards grayish colors. They also possess larger and thicker horns that they are extremely proud of. They put more time and care into polishing their horns than in any other part of personal hygiene, and large horns are considered a beauty ideal among their kind. When one of their tribe dies, one of their horns is sawed off and passed to their offspring. These family heirlooms are considered immensely valuable and the horns are frequently used for communication over a distance when exploring the mountains.  

Jungle Stalkers

In Furan the Kobolds were originally servants to the Dragon Cult in the past. When the cult fell, they were cast out and many made their way south. These Jungle Stalker Kobolds whose skin tones vary from green to yellowish have made their home along the riverbanks in the rainforests of the Living Jungles. They have evolved to adapt to the watery terrain over the centuries, and they now possess fin-like protrusions on their backs, webbed feet and they can breathe both air and water. These savage hunters track their prey while partially submerged, much like a crocodile would. They rarely have contact with civilized species, but when they do interact with others it is only to trade their spoils. Aside from trading they prefer to keep to themselves and they are highly suspicious of outsiders.  

Stormblooded

In the frozen wastes of the Broken Plains in the north, the Stormblooded Kobolds make their home. These tough, sky blue creatures are far tougher and far larger than their city-dwelling counterparts of the south. They stand at an average of 3'6 (110 cm) tall and weigh nearly twice as much as a normal Kobold, and they have a strong superiority complex due to this. They have long-standing traditions surrounding the hunting of creatures larger than them, and in their tribe a Kobold is not considered an adult until it has successfully participated in a hunt of a creature at least twice its size. These boisterous, adrenaline-filled little scoundrels are total battle maniacs who wish for nothing more than to continuously prove their strength. They also hold a long-standing grudge against the Magvar Empire as they have often enslaved the Stormblooded.

Statistics

  Your kobold character has the following traits common to all kobolds.   Age.
Kobolds tend to reach adulthood at 5 years, and can live up to 120 years.   Alignment.
Kobolds have specialized roles within their tribe and they are respectful of authority. They tend towards lawful alignments.   Size.
Kobolds stand between 2 and 3 feet tall and weight between 25 and 35 pounds. Your size is small.   Speed.
You have a walking speed of 30 feet.   Darkvision.
Accustomed to the various inconveniences life brings, you have learned to deal with them. 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.   Languages.
You can speak, read and write Common and Draconic.   Subraces.
Kobolds can choose between 4 subraces: Junk Drake, Stoneborn, Jungle Stalker and Stormblooded.     Junk Drake
  Ability Score Increase.
Your Dexterity score increases by 2, and your Intelligence score increases by 1.   City Rat.
You gain proficiency in 2 of the following skills: Investigation, Perception, Survival, Acrobatics, Sleight of Hand or Stealth.   Junk Savant.
You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. These toys can either create an instantaneous harmless sensory effect or produce a specific sound.   Multi Lingual.
You learn 2 additional languages of your choice.     Dune Hoarder
  Ability Score Increase.
Your Dexterity score increases by 2, and your Charisma score increases by 1.   'Negotiating Expert'.
You gain proficiency in one of the following skills: Deception, Intimidation or Persuasion.   Grubby Greedy Claws.
You gain proficiency in the Sleight of Hand skill. As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.   Escape Route.
Everything needs to escape a sticky deal sometimes. You have a burrowing speed of 10 feet.   Static Discharge.
You can use an action to generate a small electrical charge to shock anyone who touches you. It does no damage, but it can make someone jump in surprise or distract them, and you can use it to escape grapples.     Stoneborn
  Ability Score Increase.
Your Dexterity score increases by 2, and your Strength score increases by 1.   Rocky Scales.
While unarmored your AC is equal to 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Beer Belly.
You have advantage on Constitution saving throws made against inebriation and the poisoned condition.   Tough Horns.
Your horns count as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier piercing damage instead of the bludgeoning damage normal for an unarmed strike.   Brave Charge.
If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can use a bonus action to make an attack with your horns immediately afterwards.     Jungle Stalker
  Ability Score Increase.
Your Dexterity score increases by 2, and your Wisdom score increases by 1.   Submerged Stalking.
You have a swim speed of 30 feet, and you can breathe air and water.   Riverborn.
You can cast the Shape Water cantrip. Wisdom is your spellcasting modifier for this spell.   Expert Trapmaking.
During a short rest you can craft a number of hunting traps (using 5 gp worth of materials per trap) equal to your Wisdom modifier.   Savage Hunter.
You are proficient with shortbows, blowguns, spears and tridents.     Stormblooded
  Ability Score Increase.
Your Constitution score increases by 2, and your Strength score increases by 1.   Bigger and Better.
Stormblooded are significantly larger and stronger than other Kobolds, they count as one size larger for the purpose of grappling and the use of weapons with the Heavy property.   Thick-skinned.
You have resistance to cold damage. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.   Never Give Up.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.   Hunt Bigger Prey.
When attacking a creature whose size is at least Large, you can gain advantage on all attack rolls that turn. Once you use this trait, you can't use it again until you finish a long rest.

Basic Information

Genetics and Reproduction

Kobold reproduce frequently and their eggs hatch after only two months.
Lifespan
Average of 50 years, can reach up to 120 years however.
Average Height
60-75 cm on average. Stormblooded are the exception, they are closer to 110 cm on average.
Average Weight
15-20 kg on average with the exception of the Stormblooded, they weigh approximately 35 kg on average.
Average Physique
Short and spindly, with long claws and an elongated jaw like a crocodile. They possess short, straight horns and a reptilian tail.
Body Tint, Colouring and Marking
City dwellers generally have earthy colors ranging from reddish brown to black, while Stormblooded have sky blue tints. Mountainborn generally possess a more muted color scheme to camouflage themselves among the rocky terrain, and Jungle Stalkers have a green to yellowish tint that fits in more with the jungle terrain where they live.

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