Kobold Monster

by dArtagnan

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Kobold

Kobolds are small reptilian creatures, often found on the outskirts of civilization.

They are typically cowardly and hostile of outsiders. This is not due to any sort of inherent malice on their part, but mostly because they have learned that anything that wants to come into their lair often wants to eat them.

Servants of Dragons. Kobolds are distantly related to dragons. Due to this connection, kobolds seek to serve the wills of any dragon they can find. Curiously, while kobolds can be a variety of colors, red being the most common, kobolds hatched in the proximity of a dragon tend towards that dragon's color, including metallic scales.

Chromatic dragons like to stoke their own egos from the adoration and service of their lesser cousins. Often adopting a tribe if they do not already possess one or have had their previous one slain by adventurers. While chromatic dragons do not outright murder kobolds like they would anyone else, they do not care much if their personal tribe of kobolds succumb to a terrible fate.

Metallic dragons, while they find the attention flattering, do not seek out kobold servants, though they often give into looking after them after they pester the dragon too long. Metallic dragons often coddle their kobolds but do often get impatient with them. Kobolds in the service to chromatic dragons are often given vague long-reaching tasks just to keep them busy.

Labyrinthian Lairs. Kobold lairs are notoriously hard to navigate. The tunnels are small and tight due to the diminutive size of the lizards, and the tunnels themselves are a haphazard web due to their insatiable desire for valuable gems and ore.

And lastly and most notably, the difficulty lies in the traps. Kobold traps are devious and hard to find, the kobolds themselves seem to intuitively avoid them and their tunnels are full of dead ends, honeypots, and redundancies all of which are trapped, leading anyone not familiar with the layout and optimum routes horribly lost and in terrible pain.

Frail by design. Exactly how kobolds came to be is a hotly debated topic, even hotter if a kobold is in said debate. Regardless, what cannot be denied (barring some exceptions) is that kobolds are the antithesis of dragons.

It is, however, theorised that the first kobolds were considerably less so, and their tiny gaunt frail forms exist to deter predators by being negative calories.

Surprisingly Loaded. There is a common misconception that kobolds are poor and have to make do with improvised and shoddy tools. While kobolds don’t really have a capacity to forge their own tools, their success at mining does give them plenty to barter with.

Kobolds, being a pragmatic people, just don't carry weapons, armor, and clothing they don't need.

Dragonheart

Dragonheart kobolds are said to be the kobolds closest related to dragons. They seem capable of unusually fearsome roars and can resist the exhalation of dragons.

They also most frequently seem to appear in kobold tribes in service to a dragon.

Juggernaut

The rarest type of kobold, these kobolds are, in stark contrast to the rest of their kind, enormous and powerfully built.

These giants are often the deepest in the kobolds lairs because they are the ones who dig it out the most efficiently and farthest, also because they're often too big to actually get out without tearing down the entrance.

Spellscale

Spellscale kobolds are said to be the kobolds closest related to dragons, something of a debate among all of their kind really. These kobolds arguments for this prestigious position is the draconic blood granting them magical powers.

Skirmisher

Kobold skirmishers are a class of kobold that are frequently found in tribes located closer to civilization. Their skillset revolves around the idea that they need to "forage" for food from the local settlement without being noticed.

They are also generally the most common kobolds to leave their lairs for more polite reasons as well, on account of their improved ability to not get caught and killed on the way to their destination.

Winged Kobolds

Winged kobolds, or urds, are, once again, a part of the strangely crowded category of kobolds closely related to dragons. As expected, winged kobolds can fly.

But beware, a kobold lair with more than enough headroom for the average adventurer to feel small in means one of three things:

It was dug by a juggernaut, for urds to move around in, or is trapped. Worst case scenario, all three at once.

Kobold Artisan, by Douglas Kim

Kobold

Small humanoid (kobold), any lawful


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+1)

  • Skills Stealth +4, Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Draconic
  • Challenge 1/8 (25 XP)

Naturally Stealthy. The kobold can attempt to hide even when it is obscured only by a medium or larger creature.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Kobold Juggernaut

Large humanoid (kobold), any lawful


  • Armor Class 10
  • Hit Points 60 (8d10 + 16)
  • Speed 45 ft., burrow 15 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 15 (+2) 10 (+0) 10 (+0) 14 (+2)

  • Skills Athletics +6, Intimidate +6
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Draconic
  • Challenge 2 (450 XP)

Siege Monster. The kobold deals double damage to objects and structures.

Actions

Multiattack. The kobold makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 16). The kobold has two hands, each of which can grapple only one target.



Kobold Spellscale

Small humanoid (kobold), any lawful


  • Armor Class 15 (natural armor)
  • Hit Points 27 (5d6 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 14 (+2)

  • Skills Arcana +2, Medicine +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Draconic
  • Challenge 1 (200 XP)

Naturally Stealthy. The kobold can attempt to hide even when it is obscured only by a medium or larger creature.

Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips (at will): fire bolt, mage hand, mending,
poison spray, shocking grasp
1st level (4 slots): charm person, chromatic orb,
expeditious retreat
2nd level (2 slots): scorching ray

Sorcery Points. The kobold has 3 sorcery points. It can spend l or more sorcery points as a bonus action to gain one of the following benefits:

Subtle Spell: When the kobold casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components.

  Twinned Spell: When the kobold casts a spell that targets only one creature and doesn't have a range of self, it can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.


Kobold Skirmisher

Small humanoid (kobold), any lawful


  • Armor Class 14 (leather)
  • Hit Points 21 (6d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 10 (+0) 10 (+0) 14 (+2) 10 (+1)

  • Skills Stealth +5, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Draconic
  • Challenge 1/2 (100 XP)

Cunning Action. On each of its turns, the kobold can use a bonus action to take the Dash, Disengage, or Hide action.

Naturally Stealthy. The kobold can attempt to hide even when it is obscured only by a medium or larger creature.

Sneak Attack (1/Turn). The kobold deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll.

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Variant Kobold: Winged Kobold

Some kobolds are especially closer to dragons, in that they were either born with wings or through some event gained them later. Such kobolds gain a fly speed of 30 ft., and their challenge rating goes up by 1. Furthermore they gain the following attack:

Dropped Rock Ranged Weapon Attack: the kobold's Dexterity Modifier + 2 to hit, one target direct below the kobold. Hit: 1d6 + the kobold's Dexterity modifier bludgeoning damage if small, or 2d8 + the kobold's Dexterity modifier if large.


Kobold Dragonheart

Small humanoid (kobold), any lawful


  • Armor Class 14 (leather, shield)
  • Hit Points 44 (8d6 + 16)
  • Speed 30

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Skills Perception +2
  • Damage Resistances see Dragon's Resistance below
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Draconic
  • Challenge l (200 XP)

Dragon's Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green).

Naturally Stealthy. The kobold can attempt to hide even when it is obscured only by a medium or larger creature.

Actions

Multiattack. The kobold attacks twice with his war pick.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Dragon's Roar (1/rest). As an action on your turn, let loose a terrifying roar. The resulting confusion grants your allies advantage on attack rolls against enemies within 10 feet of you that can see you until the end of your next turn.

Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.
  • Kobold Artisan, by Douglas Kim