Armor Class 12 Hit Points 5 2d6 - 2 Speed 30 ft. Senses darkvision 60 ft. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.
Strength in Numbers. KoboIds are egg-laying creatures.
Kobold Character Races | Monsters | D&D 5e Kobold Guide
They mature quickly and can live to be "great wyrms" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side.
Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids.
Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders. The Lost God. In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak.
Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard.
Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity.
For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze.Damage Resistances The kobold has resistance to a damage type as indicated by its dragon scale mail.
Senses darkvision 60 ft. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
D&D 5th Edition
The kobold makes two melee attacks; one with its scimitar, and one with its dagger. The kobold boss is a kobold warrior who has been at this for a while. He's taught other kobolds how to survive, and is usually leading a large group of kobolds that include a good number of kobold warriors.
He's not as fast as he once was, but he's tougher for all his experience. Kobold bosses almost always attract the interest of dragons. While they all like being worshiped and adored by kobolds, having a strong kobold that can actually do things like guard lairs and complete relatively complicated tasks is a pretty big deal.
Dragons will often make gifts of their scales for use in dragon scale mail for these leaders. This is the sort of kobold that could potentially live to be years old, as long as he continues to surround himself with kobold warriors and a few dragontouched kobolds. Jump to: navigationsearch. Views Page Discussion Edit History. Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages!Free Resources on Roll All rights reserved.
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Pack Tactics : The kobold has advantage on an Attack roll against a creature if at least one of the kobold's allies is within 5 ft. Show Attribute List.Aggressive, xenophobic, yet industrious small humanoid creatures, kobolds are noted for their skill at building traps and preparing ambushes.
Kobolds were further detailed in Supplement II: Blackmoor The kobold appears in the first edition Monster Manual where it is described as a tribal creature with war bands, found in dank, dark places. The mythology and attitudes of the kobolds are described in detail in Dragon 63 Julyin Roger E. Moore 's article, "The Humanoids". A few years later, in Roger Moore's editorial "Tucker's kobolds" in Dragon Novembera scenario is described where a band of well-prepared kobolds uses guerrilla tactics to significantly challenge a far more powerful party of adventurers.
In the article "Hey, Wanna Be a Kobold? The kobold appears first in the Monstrous Compendium Volume Onewhich also introduced the urd, a winged version of the kobold.
The Dragon Mountain kobold appeared in the Dragon Mountain adventure set The kobold is detailed as a playable character race in The Complete Book of Humanoids The kobold appears in the Monster Manual for this edition The aquatic kobold, the arctic kobold, the desert kobold, the earth kobold, and the jungle kobold were all introduced in Unearthed Arcana The kobold was detailed in Dragon Junein the "Ecology of the Kobold".
The kobold is detailed as a player character race in Races of the Dragon The kobold appears in the Monster Manual for this editionincluding the kobold minion, the kobold skirmisher, the kobold slinger armed with a variety deadly thrown pots, the armored kobold dragonshield, and the roguish kobold slyblade.
The rules for this edition allow kobolds to shift easily around enemies and grant them bonuses when they mob together against a single target.
The backgrounds states they tend to form cults that worship local dragons, and sometimes serve them if the dragon deigns to take notice. In addition, the article "Creature Incarnations: Kobolds" in Dragon issue contains a variety of additional kobolds, including the kobold chieftain level 5 soldier [leader]kobold wild mage controllerkobold piker level 2 brutekobold spiker level 3 controllerkobold vermin handler level 3 artillerykobold rat master level 4 elite soldierkobold horde level 6 skirmisherand kobold war priest level 5 controller.
This article also describes kobold lairs, and the kobold reaction if they unexpectedly fell one of their player-character opponents. Finally, Kobolds reappear in Monster Vaultincluding the kobold tunneler minionthe kobold skirmisher, the kobold dragonshield and the kobold quickblade.
The lore in this book emphasizes the kobold predilection for traps and stealthy theft, as well as their often suicidal reverences for dragons. The kobold appears in the Monster Manual for this editionas well as the winged kobold or 'urd'.
Kobolds in this edition suffer a penalty when exposed to sunlight, but are granted bonuses when they mob up against a single opponent. In addition, Volo's Guide to Monsters adds the returning kobold dragonshield, the magical kobold scale sorcerer, and the crafty kobold inventor,  as well as adding the kobold as a playable race. In the 3rd edition of the game, kobolds are distantly related to dragons and are often found serving them as minions.
Kobolds speak a version of the Draconic tongue, with a yipping accent. In their original appearance in the canon, kobolds were described as dog-like humanoids with ratlike tails, horns and hairless scaly skin, and were not associated with dragons.
They were called goblinoidsalthough the word had a broader sense than it was later to acquire; in the Monstrous Compendium series and Monster Mythology the goblinoid category included not only goblins, hobgoblins and bugbears but also orcs, xvarts and gremlins. From the third edition, the term "goblinoid" has been reserved for goblins, hobgoblins, norkersand similar creatures.
The Greyhawk Player's Guide said they have "certain features that are both reptilian and doglike. Kobolds are omnivores with no scruples about what or whom they eat. They can digest bark, dirt, leather, eggshells, or their own younger siblings if they are desperate enough. Kobolds are extremely fecund egg-layers, having the highest birth rate and death rate of all humanoid species. A female kobold will lay a clutch of hard-shelled eggs two weeks after fertilization; the eggs must be incubated for an additional 60 days before hatching.
Kobolds reach maturity by the age of eight or nine and are considered "great wyrms" by the age of They live up to years. While they do bond with one another, they have no concept of monogamy. Kobolds have an extreme hatred for gnomeswith whom they compete for the same areas and mining rights, as well as pixiesbrowniesand sprites.
They are often at war with goblins, and the numerous kobold-goblin wars help keep the populations of both races down to a manageable level.Kobolds are weak, craven, and seethe with a festering resentment for the rest of the world, especially members of races that seem stronger, smarter, or superior to them in any way. They proudly claim kinship to dragons, but beneath all the bluster, the comparison to their glorious cousins leaves kobolds with a profound sense of inadequacy.
Though they are hardworking, clever, and blessed with a natural talent for mechanical devices and mining, they spend their days nursing grudges and hatreds instead of celebrating their own gifts. Kobold tactics specialize in traps and ambushes, but kobolds enjoy anything that allows them to harm others without putting themselves at risk. Often, they seek to capture rather than to kill, taking out their frustrations on the helpless victims they drag back to their claustrophobic lairs.
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. Often kobolds' faces are 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 chromatic dragons, with red scales being predominant. 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.
A few kobolds are born with leathery wings and can fly. Known as urdsthey like to lurk on high ledges and drop rocks on passersby.
Although the urds' wings are seen as gifts from Tiamat, the Dragon Queen, wingless kobolds are envious of those gifts and don't get along with the urds. Kobolds thrive in cramped quarters far from the light of the sun. Most live in vast warrens deep beneath the earth, but a few instead prefer to make their homes beneath tangles of overgrown trees and brush. Saving their malice for other races, most kobolds get along well with their own kind. While squabbles and feuds do occur, the elders who rule kobold communities tend to settle such conflicts swiftly.
Kobolds delight in taking slaves, relishing the chance to torment and humiliate them. They are also cowardly and practical, and often end up bowing to more powerful beings. If these creatures are of another humanoid race, kobolds often scheme to free themselves from subjugation as soon as possible. If the overlord is a powerful draconic or monstrous creature, however, kobolds see no shame in submission, and often shower adoration on their new leader.
This is especially true if the kobolds serve a true dragon, who they tend to worship outright. Kobolds often seethe with hatred and jealousy, but their innate caution ensures that they only act on these impulses when they have the upper hand.
If unable to safely indulge their urge to physically harm and degrade members of other races, they resort to careful insults and "practical jokes" instead. They consider both dwarves and elves to be deadly rivals. Kobolds fear the brute power of half-orcs and resent humans for the dominant status that race enjoys.
They believe half-elves blend the best qualities of both parent races, which strikes kobolds as fundamentally unfair.Daylight Sensitivity: While in daylight, the kobold has detriment on Attack moves, just as on Wisdom Perception watches that depend immediately. Their legs were solid and digitigrade. They had since a long time back, tore at fingers and a jaw like a crocodile. Small white or tan horns anticipated from their head, and they had rat like tails. They would routinely smell of wet canine and stale water.
Kobolds got a kick out of the opportunity to wear red or orange pieces of attire, which were regularly ragged. Kobolds were irate of their short stature and scorned people from various Races who poked fun at them for this. Most felt as though they should compensate for their little size in various habits, for instance, humour or aggression. They would ordinarily will as a rule loathe greater creatures, and despite the way that they would show respect and quiet submission at whatever point required, they by and large scanned for ways to deal with show their resentment.
Kobolds held a hatred for practically all other humanoid races and took pleasure in executing and tormenting them, explicitly brownies, dwarves, imps and sprites.
They would plan and tunnel mines creatively, while laying hard hearted catches for interlopers, slanting toward a snare to eye to eye confrontation.
If they anytime faced an enemy, they would endeavour to overwhelm foes with sheer numbers. Among the gigantic humanoids, they were known for tricky plans, and not in any way like various others, would in like manner share those plans among the entire family.
General plans and destinations would be normal data, and bare essential plans were bestowed to all who mentioned to empower them to work profitably to profit the faction. Their overall population was influenced by their genuine trickery course of action.
Kobolds were certain and happy to remain confined from various races. Kobolds lived in lack of clarity, ideally underground or thick forest, in intrinsic societies. Their asylums were every now and again stuffed, notwithstanding the way that when one group ended up being unreasonably different, it split into different more diminutive ones.
The clog abstained from the possibility of security, so kobolds napped in like manner zones where exposure was not seen as shameful or threatening, even actually sex.
Kobolds wore clothing for limit or custom, anyway not to neutralize exposure. The ordinary clog as often as possible provoked conflict, and two kobolds would fight to settle their incongruities, regardless of the way that these fights were not commonly destructive.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.
Your Dexterity score increases by 2, and your Strength score is reduced by 2. Kobolds reach adulthood at age 6 and can live up to years but rarely do so. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. 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. 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. 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.
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.A Crap Guide to D&D [5th Edition] - Races
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