Kobold

The kobolds had their own spellcasters. Over hundreds of years, kobold shamans had spread their teachings throughout their own kind. They invoked not the primal rage of the elements, but a more subtle and sinister form of primordial Magic: communication with the dead. Kobold shamans had done what great Ak'tuin had failed to do before his rise to power and tapped into something more ancient than the four forces of nature, and it was during this raid on their homes when the most powerful kobold shamans among the tribe unleashed this power.   Before they were slaughtered by the enormous giants, they whispered ancient spells into the wind and called upon the spirits of their ancestors to avenge them in their hour of need. They answered by afflicting their foes with a lingering curse; an undetectable and contagious pestilence that clung to the very souls of the kobold’s fearsome captors.
  Kobolds are small, bipedal reptilian humanoids. Most stand around 2 and a half feet tall and weigh about 30 pounds. They have powerful jaws for creatures of their size and noticeable claws on their hands and feet. Kobolds' faces are often curiously devoid of expression, as they favor showing their emotions by simply swishing their tails. Kobolds' thick hides vary in color, and most have scales that match the hue of one of the varieties of dragons. A few kobolds, however, have more exotic colors such as orange or yellow, which in some tribes raises or lowers an individual's status in the eyes of his fellows. Kobolds have gathered within
close-knit tribes of similar scale colors, and over centuries they have become numerous diverse species of kobolds, that inhabit jungles, forests, mountains, deep caves, and even the depths of volcanic chambers.   Having long lost their glorious draconic ancestry to the volatile nature of natural selection, and after further subjugated by the Ak'teshi Empire as their first slave populations, some kobolds have begun to venture back into the open world, shedding their hate and resentment for the other races of the world.   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. 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.

Scroungers, the Underdogs

The most common types of Kobolds that occupy the vast majority of Kobold society are named 'scroungers' by the larger humanoid races. Being consistently underestimated is seen as a gift for scroungers—one they have taken advantage of for generations. Kobolds are intimately aware of both their shortcomings and their strengths. If the biggest hurdle a kobold faces is its lack of strength, then that’s no obstacle at all. The moment a kobold accepts its physical weakness, the more powerful it can become through means other than brute force. In the world they occupy, kobolds are often bullied and enslaved by larger creatures. Scrounger kobolds tend to take to this role, starting at the bottom rung of society and climbing up slowly and carefully, making the most out of what little they are given.

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. Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even crawl to make progress. Many of these tunnels are laden with dangerous traps to ward off intruders.   Among tunnelers, traps are an art form. Few artisans are as obsessed with the minute details of their work as a master kobold trapmaker. Kobolds rarely indulge in creativity over function, but exceptions are made for a cunning trap. They find ingenious ways to incorporate bizarre spells, technological advances, and unexpected twists into their traps. They are also known to carve complex tunnels in caves they inhabit, becoming gauntlets of ever more intricate and elaborate traps.   Those of other humanoid races have little good to say about kobolds but admit that the little reptilians do respectable tunnel work using simple tools. If a band of kobolds is enslaved by more powerful creatures, the kobolds are usually put to work enlarging their masters' living area and protecting vital areas of the lair with traps and other defenses, often crafted by the dextrous hands of kobold tunnelers.

Life in the City

Some Human, Halfling, and Dwarven communities hire kobolds to dig their sewer tunnels. If they are treated well and left alone to do the job, kobolds work industriously and build networks of passages beneath a city's streets, connecting them to nearby waterways and greatly improving the town's sanitation. If the kobolds like the area and aren't mistreated, they might build permanent warrens while continuing to expand the town's sewers as the community grows. These so-called "city kobolds" live underground but might make occasional nighttime forays up to the surface.  
Roughly one-fifth of towns and cities in the world have kobold communities living under them, but kobolds are so good at staying hidden that the surface-dwelling citizens often don't know what lays beneath them. Because kobolds make sure to stay out of the way of anyone more dangerous than themselves, grow their own subterranean food, and prefer to sneak about at night, the people of a town might go for weeks or months without noticing evidence that kobolds are in the area and there may be years between actual sightings.   On rare occasions, kobolds may even join city life as normal citizens, though much to the chagrin and the suspicious gazes of its people. Kobolds who have a knack for tinkering and accounting may be employed for their unique skills, such as Rizzik Ulskin.

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 been lost or thrown away. At the same time, they don't shy away from grabbing the good-conditioned property of other creatures, because such objects are more valuable. Some aggressive individual kobolds and tribes do exist, but in general, kobolds don't purposely provoke retaliatory attacks from the creatures they steal from. Kobolds might abandon this careful approach in favor of Magic items. Typical kobolds don't know how to use a wand, a spellbook, or anything with more magical power than a potion, but in rare cases, tribal sorcerer or shaman might arise who can figure out how to use any such item they come across. When kobolds sense an opportunity to separate a magic item from its owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.

Society

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.   The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is responsible for blocking tunnels to deter pursuit.   Kobolds choose mates primarily for convenience. Their lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one's mother is. This practice and the communal raising of the hatchlings mean that the tribe operates as a group of cousins. Because kobold eggs don't require much tending, kobold females aren't exempted from war or work. Furthermore, kobolds can slowly change sex. If most males or females of a tribe are killed, some survivors change over several months until the tribe is balanced again. In this way, the tribe can quickly repopulate with just a few survivors. Because of these factors, kobolds don't have assigned gender roles for young or adults. A leader, sorcerer, miner, or crafter is as likely to be either female or male.

Grow Fast, Die Early

Kobolds grow and mature much more swiftly than members of other humanoid races. At 6 years old a kobold is considered an adult. Most succumb to violence, accidents, or disease by age 20, but a kobold can live for up to 120 years; longevity they attribute to being distantly related to dragons.   A female can lay up to six eggs per year, and an egg matures for two to three months before it hatches. Kobolds believe in reincarnation; that if they die in service to their tribe, they are immediately sent back to life as the next egg laid in the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is
closely monitored. The next egg laid is immediately separated from the rest and carefully protected. Once it hatches, the resultant young kobold is groomed to fill a position of importance.

Dragon Worshippers

Kobolds are descendants of dragons, a view supported by their draconic appearance. In every kobold tribe, the legend of their 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 willingly serve dragons and worship them as if they were demigods-mighty beings of divine descent. This isn't a casual sort of worship or lip service; kobolds are awed in the presence of a dragon. as if an actual avatar of a deity were in their presence. Kobolds fall all over themselves to obey orders from a dragon.

Arcane Magic Users

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. Young kobold sorcerers are trained by elders, and the training has an almost religious significance. Kobold shamans are very rare, and are taught the ways of ancestral worship and spiritual communion.

Food & Cannibalism

Although their sharp teeth would suggest they are carnivores, kobolds are actually omnivores and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold's first meal is usually its own shell). A hungry tribe leaves nothing behind from a kill, eating everything that's edible and using the rest to make tools or adornments. Kobolds shed teeth as they wear out and grow new ones their entire lives. Many wear their own shed teeth as jewelry, with more teeth indicating an older-and wiser- kobold.   Most kobold tribes avoid eating what they call "talking meat"; intelligent creatures; because such behavior prompts retaliation. The fear of starvation can make them flexible about this principle, however, and if their options are either attacking such creatures or going hungry, kobolds are practical.   A few tribes, particularly those in lightly populated areas, practice cannibalism, believing it is foolish to waste good meat. In any case, kobolds that eat humanoids don't simply start consuming corpses or prisoners right after a battle; they're more inclined to tie their victims to saplings and slowly roast them over a fire or put them in a giant cook pot to make stew. Fortunately for the prisoners, the kobolds' almost comedic preparations sometimes give rescuers time to locate and free the captives before the kobolds settle down for the main course.

Environment

Kobolds are cold-blooded and prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to live in rather than the open air and can be found in any sort of terrain that can support tunneling.   In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large rock outcroppings, creating warrens above the waterline. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig, and ready sources of food.   Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go unnoticed by their larger rivals. If it's lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for protection from invaders and in return providing services such as excavating new living spaces and disposing of trash. If it's unlucky, the tribe is enslaved by the other humanoids, and the kobolds serve similar roles but under threat of death.

Treasure

Because they live underground, kobolds have access to a remarkable amount of earth-based treasures such as metal ores and unpolished gems. They have the basic skill to extract metals found in their natural state and to polish raw gemstones. Although they don't create their own coinage, nuggets of raw metals used for trade, bribes, or crafting are commonly found in kobold lairs. Kobolds are talented at crafting, so most tribes have a remarkable amount of treasure in the form of simple jewelry, such as armbands, rings, necklaces, and other items that are small or can be constructed out of small pieces.   Even though the jewelry they make has no functional purpose, kobolds savor these items, perhaps as some echo of a dragon's inclination to collect treasure. Because the tribe's wealth is portable, the kobolds can relocate quickly without needing to transport containers of nuggets and gems and they can offer these items as bribes or tribute to more powerful creatures, or as religious offerings to a dragon.

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 Trade-tongue 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 tend to be gender-neutral, owing to their lack of dedicated gender roles in any given collective tribe.   Kobold Names: 'Scamp', 'Glimp', 'White-Foot', 'Red-Foot', 'Greentalon', 'Scurry', 'Black-Tail', Garu, Hagnar, Hox, lrtos, Kashak, Meepo, Molo, Ohsoss, Rotom, Sagin, Sik, Sniv, Taklak, Tes, Urak, Varn.

Kobold Traits

Kobold Traits

Your kobold character has the following racial traits.
  Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1
Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
Alignment. Kobolds' 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. You have a burrowing speed of 5ft and can only burrow through unworked dirt and stone. You must use an action to burrow underground.
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.
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.
Naturally Stealthy. Kobolds often try to hide behind their larger allies for survival. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Trapcrafting. You have advantage on ability and tool checks made to detect, create, and disarm traps. Languages. You can speak, read, and write Trade-tongue and Draconic.

Coastal Kobold

Coastal Kobolds dwell in seaside caves, thriving along tropical and subtropical coastlines. They construct intricate cave networks close to the open ocean. Their diet primarily consists of fish, crustaceans, and small sea creatures. Coastal Kobolds are adept at fishing and often trade their surplus catch. Their scales range from vibrant blues to turquoise, mimicking the shades of the ocean. They possess webbed hands and feet for enhanced swimming. Skilled in crafting fishing nets and small primitive watercraft, Coastal Kobolds have a cultural fascination with oceanic mythology, often depicting sea creatures in their cave art.

Aquatic Adaptations. You gain a swimming speed equal to your walking speed and can hold your breath underwater for up to 1 hour.

Desert Kobold

Desert Kobolds live in burrows or underground caverns amidst scorching sands and arid dunes. They establish intricate tunnel networks to avoid extreme heat. They primarily consume small desert creatures like lizards, insects, and scorpions, supplemented by cactus fruits and roots. Their scales vary from sandy yellows to reddish-browns, providing natural camouflage in desert environments. They possess elongated ears and frills to dissipate heat. Desert Kobolds are skilled in sand-based trap-making and have intricate body art symbolizing their connection to the shifting sands. They revere celestial bodies and practice stargazing for guidance.

Desert Strider. You have resistance to fire damage and you ignore difficult terrain resulting from sandy environments.

Forest Kobold

Forest Kobolds dwell within dense woodland, constructing communities amid towering trees and hidden clearings. Their diet consists of foraged nuts, insects, small creatures, berries, small game, and occasionally fish from nearby streams. Their scales mirror the hues of the forest, helping them blend seamlessly into their surroundings. Ranging from greens to browns, these scales aid in camouflage. Elongated digits and retractable claws enable them to maneuver through the dense foliage, while their long tongues assist in reaching into insect burrows or capturing elusive prey. Forest Kobolds possess extensive knowledge of herbalism and plant lore. They revere nature spirits and participate in elaborate ceremonies during seasonal changes.

Arboreal Climber. You have a climbing speed equal to your walking speed and ignore difficult terrain resulting from plantlife.
Forest Camouflage. You can attempt to hide even when you are only lightly obscured by natural phenomena, such as leaves, foliage, or trees. In addition, when you make a Dexterity (Stealth) check under these conditions, you can roll a d4 and add the number rolled to the ability check.

Frost Kobold

Frost Kobolds inhabit snow-covered caves and ice-bound tundras, thriving in freezing conditions and icy terrains. Their diet comprises fish, seals, and occasionally scavenged vegetation during the brief summer months. Their scales are shimmering shades of white and pale blue, enabling camouflage amidst snowy landscapes. They have thick fur-like protrusions along their spine and tail for insulation. Frost Kobolds are adept at ice sculpting and crafting tools from frozen materials. They revere spirits of the cold and often conduct elaborate ceremonies during blizzards to appease them.

Tundra Wanderer. You have resistance to cold damage and you ignore difficult terrain resulting from ice or snow.

Swamp Kobold

Swamp Kobolds establish their communities amidst the murky and dense swamplands. Their settlements are often built on stilts or floating platforms, interconnected by woven bridges and pathways. Their diet mainly consists of fish, amphibians, reptiles, and various aquatic plants found within the swamp. They have adapted to consume decaying matter when necessary. Their scales range from muddy greens, blacks to browns, aiding in camouflage within the murky waters and vegetation of the swamp. They possess webbed toes and fingers for efficient swimming and navigating the swamp's difficult terrain. Swamp Kobolds revere the cycle of life and decay within their environment. They use decaying materials to construct their homes and craft tools. Their rituals often involve offerings to swamp spirits and celebrations honoring the natural balance of life and death. Due to their intimate connection with the swamp's decay, Swamp Kobolds have developed a resistance to necrotic energies, enabling them to endure the pestilent influences of their habitat.

Swamp Strider. You have resistance against necrotic damage and you ignore difficult terrain resulting from muddy and swampy environments.

Volcanic Kobold

Volcanic Kobolds are hardy and resourceful creatures that make their homes amidst the fiery and hazardous landscapes surrounding active volcanoes. These Kobolds have adapted to the extreme heat, ash-filled air, and the volatile nature of volcanic regions. Their scales range from shades of fiery reds, oranges, and dark blacks, resembling the molten rock and ash that define their habitat.
These Kobolds possess a unique understanding of volcanic activity and have developed ingenious ways to harness its power for survival. They live within intricate cave networks near lava flows and thermal vents, constructing sturdy shelters from volcanic rock and metal ores. Their culture reveres the raw power of the volcano, and they often incorporate it into their rituals and craftsmanship.

Firewalker. You have resistance to fire damage, and you ignore difficult terrain resulting from rocky surfaces.

Genetic Ancestor(s)
Genetic Descendants
Lifespan
Most Kobolds survive until 20, but can live up to 120 years
Average Height
2' 5"
Average Weight
30 lb.

Roleplaying a Kobold

A kobold acknowledges its weakness in the face of a hostile world. It knows it is puny, bigger creatures will exploit it, it will probably die at a young age, and its life will be full of toil. Although this outlook seems bleak, a kobold finds satisfaction in its work, the survival of its tribe, and the knowledge that it shares a heritage with the mightiest of dragons.   A kobold isn't clever, but it isn't as stupid as an ogre. Someone can fool a kobold with smooth words or a quick wit, but when the kobold figures out it have been tricked, it remembers the affront. If it gets an opportunity to do so, it will retaliate against that person somehow, even if in merely a petty way.   A kobold doesn't like being cornered or alone. It wants to know it has a safe path for escape, or at least an ally nearby to improve its chances. A kobold without either of these options will be nervous, its behavior alternating between meek silence and hysteria.

Physical Variations

Kobolds vary widely in how their scales are colored and patterned. Although many larger races might have difficulty telling two similar-looking kobolds apart, kobolds themselves can easily recognize each other. Most kobolds of the same tribe tend to have similar colorations. For example, one tribe might be mostly gray with red stripes. Two tribes that merge eventually, crossbreed enough to create a new look, although occasional outliers and throwbacks are born that bear the appearance of one of the original tribes.

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