Kobold

Small natural humanoid (reptile)

Kobolds revere dragons and tend to dwell in and around places where dragons are known to lair. They skulk in the darkness, hiding from stronger foes and swarming to overwhelm weaker ones. Kobolds are cowardly and usually flee once bloodied unless a strong leader is present.

Kobolds like to set traps and ambushes. If they can’t get their enemies to walk into a trap, they try to sneak up as close as they can and then attack in a sudden rush.

  • Nature DC 15 – Kobolds often dwell near a dragon’s lair, maintaining a safe distance but bringing sacrificial offerings to their “god.” Most dragons ignore kobolds, as a crocodile ignores the birds that pick its teeth clean.
  • Nature DC 20 – Kobolds are skilled at making traps, which they use to capture prey and to acquire sacrifices for their dragon lords.

Basic Features
  • Darkvision – kobolds can see in the dark easily
  • Shifty – kobolds are difficult to pin down, moving around the battlefield with ease
    • They can shift as a minor action
  • Trapmakers – kobolds are naturally gifted with traps, both making and avoiding
    • +2 to all defenses against traps

Kobold Dragonshield Capable frontline combatants
  • They gain resistance to energy damage based upon the type of dragon they serve or revere
    • Resist 5 depending on dragon type
  • They are more effective if they attack in large numbers, with many allies
    • +1 on attacks for each adjacent kobold ally
  • They have good battlefield mobility, swarming away from or around enemies
    • Immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent, a dragonshield can shift 1
  • Encountered In: Session One, Session Two, Session Three

Kobold Minion Basic kobold archer fodder

Kobold Slinger Basic kobold artillery, they avoid melee combat
  • Slingers usually carry special shot for their slings
    • Firepot – additional fire damage as the target catches fire (save ends)
    • Gluepot – target is immobilized (save ends)
    • Stinkpot – target takes -2 on attacks (save ends)
  • Encountered In: Session One, Session Three

Kobold Skirmisher Sneaky kobold rogues, striking and retreating
  • Dangerous if they catch a foe off-guard
    • +1d6 damage if they have combat advantage against their target
  • They are more effective if they attack in large numbers, with many allies
    • +1 on attacks for each adjacent kobold ally
  • Encountered In: Session Two, Session Three

Kobold Wyrmpriest Religious leader
  • They can breathe and fire energy – acid, fire
    • Close burst 3 breath weapon
    • Energy orb at range
  • Encountered In: Session Two, Session Three

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Kobold

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