Size:
Small
Type:
Humanoid
Form:
biped
Temper:
craven
, fiendish
# App:
± 4d4, Wild 6d10, Lair 6d10
Lair:
burrows
Diet:
Combat Dice:
0
Hit Points:
6 + 1d4
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
skirmisher
Ground:
± 20'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 pseudopod (2d6)
Circumstance: Combat
1 pseudopod (2d6)
Special
Darkvision
Darkvision with a range of 60'.
Special
Light Sensitivity
Suffer a -1 penalty to attack rolls in bright sunlight or within the radius of light spells.
Special
Tactics
Prefer ranged combat and ambushes near trapped areas. Drive enemies into traps, then pour flaming oil, shoot them, or drop poisonous vermin onto them.
Environments
underdark
Small, dog-faced reptilian humanoids
Kobolds are small, dog-faced reptilian humanoids. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. They prefer ranged combat, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them. Kobolds have Darkvision with a range of 60', and suffer a -1 penalty to attack rolls in bright sunlight or within the radius of light spells. Kobolds typically wear leather armor in battle.
Kobolds are cunning foes. They see all larger races as enemies, and are thus likely to be hostile when encountered. However, they are naturally cowardly, and prefer to avoid combat, leading enemies into ambushes or traps rather than facing them directly. Sometimes kobold tribes build and inhabit extensive dungeon areas filled with deadly traps which only they know how to avoid.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 weapon
1-4 or weapon-1
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 7
Dexterity: 15
Constitution: 9
Intelligence: 8
Wisdon: 7
Charisma: 8
Offense
Dagger
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d4 + 2) piercing damage.
Offense
Sling
Circumstance: Ranged
4 to hit, range 30/120 ft., one target. (1d4 + 2) bludgeoning damage.
Trait
Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
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.
Trait
Passive Perception
8
Items
dagger
sling
Senses
darkvision 60 ft.
Languages
Common
Draconic
Environments
forest
swamp
hill
urban
desert
coastal
arctic
mountain
underdark
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
Kobolds are egg-laying creatures. 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.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Kobold Dragonshield)
Actions/Abilities/Traits: D&D 5e (Kobold Dragonshield)
Attributes
Strength: 12
Dexterity: 15
Constitution: 14
Intelligence: 8
Wisdon: 9
Charisma: 10
Skills
perception: +1
Offense
Spear
Circumstance: Melee, Ranged
3 to hit, reach 5 ft. or range 20/60 ft., one target. (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Action
Multiattack
The kobold makes two Spear attacks.
Trait
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 or copper); 3–4, cold (silver or white); 5–6, fire (brass, gold, or red); 7–8, lightning (blue or bronze); 9–10, poison (green).
Trait
Heart of the Dragon
If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Trait
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.
Trait
Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
11
Items
spear
Resistances
Senses
darkvision 60 ft.
Languages
Common
Draconic
Environments
forest
hill
mountain
underdark
Believe it or not, I like kobolds. I find their oscillation between bravery and cowardice endlessly entertaining. In fact, I'd say kobolds are proof of the universe's most fundamental lesson: there is always something bigger than you.
Kobold dragonshields are champions of their people. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with power for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. In either case, a dragonshield is skilled at hand-to-hand combat and bears a shield made of dragon scales, as well as scars from desperate fights.
Dragonshields know they have a place of honor among those who venerate dragons, but—being kobolds at heart—most of them feel unworthy of their status and are desperate to prove themselves deserving of it. But they also have the ability to rally in the face of certain death, inspiring others to follow them into battle.
A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales.
Uncommon Courage
A dragonshield knows that it has a place of honor in the tribe, but-being kobolds at heart-most of them feel unworthy of their status and thus desperate to prove themselves deserving of it. A dragonshield's natural kobold cowardice is still present in its makeup, and thus it might still run away from a threat. But it also has the ability to rally in the face of certain death, inspiring other kobolds to follow it in a charge against the invaders of their warren.
5e Tools
Actions/Abilities/Traits: D&D 5e (Kobold Dragonshield)
Actions/Abilities/Traits: D&D 5e (Kobold Inventor)
Actions/Abilities/Traits: D&D 5e (Kobold Inventor)
Attributes
Strength: 7
Dexterity: 15
Constitution: 12
Intelligence: 14
Wisdon: 10
Charisma: 8
Skills
perception: +0
Offense
Dagger
Circumstance: Melee, Ranged
4 to hit, reach 5 ft. or range 20/60 ft., one target. (1d4 + 2) piercing damage.
Offense
Sling
Circumstance: Ranged
4 to hit, range 30/120 ft., one target. (1d4 + 2) bludgeoning damage.
Action
Weapon Invention
The kobold uses one of the following options (choose one or roll a d8); the kobold can use each one no more than once per day:
1: Acid: The kobold hurls a acid (vial)|flask of acid. rw 4 to hit, range 5/20 ft., one target. (2d6) acid damage.
2: Alchemist's Fire: The kobold throws a Alchemist's Fire (flask)|flask of alchemist's fire. rw 4 to hit, range 5/20 ft., one target. (1d4) fire damage at the start of each of the target's turns. The target can end this damage by using its action to make a 10 Dexterity check to extinguish the flames.
3: Basket of Centipedes: The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A Swarm of Centipedes||swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 chance that the swarm disperses.
4: Green Slime Pot: The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. rw 4 to hit, range 5/20 ft., one target. (1d10) acid damage, and the target is covered in slime until a creature uses its action to scrape or wash the slime off. A target covered in the slime takes 5 (1d10) acid damage at the start of each of its turns.
5: Rot Grub Pot: The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs|MPMM (in this book) emerges from the shattered pot and remains a hazard in that square.
6: Scorpion on a Stick: The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. mw 4 to hit, reach 5 ft., one target. piercing damage, and
Trait
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.
Trait
Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
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.
Trait
Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
10
Items
dagger
sling
Senses
darkvision 60 ft.
Languages
Common
Draconic
Environments
forest
hill
mountain
underdark
urban
A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but they might be surprisingly effective in the meantime. The weapons don't have to be lethal—often one serves its purpose if it distracts, scares, or confuses a creature long enough for the inventor to kill that foe.
A kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but-like kobolds' traps-they work a lot better than their materials would suggest.
Good While They Last
An inventor's new weapons last for only one or two attacks before they break, but might be surprisingly effective in the meantime. Most inventors are skilled enough that their improvised weapons don't backfire on them, but other users might not be so lucky. The weapons don't have to be lethal-in many cases one serves its purpose if it distracts, scares, or confuses a creature long enough for other kobolds to kill the enemy. In any particular encounter, an inventor usually has one or two improvised weapons at its disposal.
Never make the mistake of thinking kobolds are stupid or backward just because they're small. Size has nothing to do with it.
5e Tools
Actions/Abilities/Traits: D&D 5e (Kobold Inventor)
Actions/Abilities/Traits: D&D 5e (Kobold Scale Sorcerer)
Actions/Abilities/Traits: D&D 5e (Kobold Scale Sorcerer)
Attributes
Strength: 7
Dexterity: 15
Constitution: 14
Intelligence: 10
Wisdon: 9
Charisma: 14
Skills
arcana: +2
medicine: +1
Offense
Dagger
Circumstance: Melee, Ranged
4 to hit, reach 5 ft. or range 20/60 ft., one target. (1d4 + 2) piercing damage.
Offense
Dagger
Circumstance: Melee, Ranged
4 to hit, reach 5 ft. or range 20/60 ft., one target. (1d4 + 2) piercing damage.
Offense
Chromatic Bolt
Circumstance: Ranged
4 to hit, range 60 feet, one target. (2d6 + 2) of a type of the kobold's choice: acid, cold, fire, lightning, poison, or thunder.
Action
Multiattack
The kobold makes two Dagger or Chromatic Bolt attacks. It can replace one attack with a use of Spellcasting.
Spellcasting
Frequency:
At Will
Attribute: cha
The kobold casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 12):
mage hand
prestidigitation
Spellcasting
Frequency:
Daily
Attribute: cha
The kobold casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 12):
charm person
fog cloud
levitate
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 2
Attribute: cha
The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save 12, 4 to hit with spell attacks). It has the following sorcerer spells prepared:
Cantrip: fire bolt
Cantrip: mage hand
Cantrip: mending
Cantrip: poison spray
Level 1: charm person
Level 1: chromatic orb
Level 1: expeditious retreat
Level 2: scorching ray
Trait
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.
Trait
Sorcery Points
The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:
Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Trait
Pack Tactics
The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Trait
Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
9
Items
dagger
Senses
darkvision 60 ft.
Languages
Common
Draconic
Environments
forest
hill
mountain
underdark
urban
Kobold scale sorcerers have an innate talent for arcane magic, making them highly valuable members of their communities. These sorcerers typically fill the role of advisor, and when threatened, a scale sorcerer lashes out with colorful magic.
A scale sorcerer who resides in or near a dragon's lair may serve as that dragon's diplomat and mouthpiece—anticipating the dragon's needs, issuing commands to others on the dragon's behalf, and reporting information back to the dragon. Such scale sorcerers often wear artificial wings, which are a sign of their draconic office. Scale sorcerers are just as awed by and respectful of dragons as others who venerate these mighty creatures, but they know that duty requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became angry or displeased, so they frantically maintain a balance between adoration and terror in their behavior toward their master.
A kobold scale sorcerer has an innate talent for arcane magic, making it a highly valuable member of the tribe for several reasons. Because the kobolds' deity remains imprisoned, most tribes lack individuals that can use divine magic, and so the scale sorcerers fill the roles of advisor and historian. In times of peace, they use their spells to fortify and enhance the warren and aid the rest of the tribe. When the tribe is threatened, a scale sorcerer lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor.
Duty-Bound to a Dragon
In a kobold tribe associated with a dragon, typically one that resides in or near the dragon's lair, the scale sorcerer also serves as diplomat and mouthpiece-anticipating the dragon's needs, issuing commands to other kobolds on the dragon's behalf, and reporting information back to the dragon. The sorcerer is just as awed by and respectful of dragons as common kobolds are, but it knows that its duty requires it not to fawn over its master at all times. It also understands that its frequent proximity to the dragon means it would probably be the first to die if its master became angry or displeased, and so it frantically maintains a balance between adoration and terror in its behavior toward the dragon.
5e Tools
Actions/Abilities/Traits: D&D 5e (Kobold Scale Sorcerer)
Actions/Abilities/Traits: D&D 5e (Kobold Tinkerer)
Actions/Abilities/Traits: D&D 5e (Kobold Tinkerer)
Attributes
Strength: 7
Dexterity: 14
Constitution: 10
Intelligence: 15
Wisdon: 7
Charisma: 9
Skills
arcana: +4
perception: +0
Offense
Dagger
Circumstance: Melee, Ranged
4 to hit, reach 5 ft. or range 20/60 ft., one target. (1d4 + 2) piercing damage.
Action
Alchemical Flame {@recharge}
The kobold unleashes fire in a 15-foot cone. Each creature in that area must make a 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed saving throw, or half as much damage on a successful one.
Trait
Inquiring Mind (1/Day)
The kobold can cast detect magic, requiring no spell components and using Intelligence as the spellcasting ability.
Trait
Pack Tactics
The kobold has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Trait
Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
10
Items
dagger
Senses
darkvision 60 ft.
Languages
Common
Draconic
Kobolds are reptilian Humanoids that often revere dragons. Physically weak, they find strength in numbers.
A few kobolds are born with leathery wings and can fly, which is often seen as a gift from dragon gods.
5e Tools
Actions/Abilities/Traits: D&D 5e (Kobold Tinkerer)
Actions/Abilities/Traits: D&D 5e (Kobold Underling)
Actions/Abilities/Traits: D&D 5e (Kobold Underling)
Attributes
Strength: 7
Dexterity: 16
Constitution: 9
Intelligence: 8
Wisdon: 9
Charisma: 8
Offense
Shortsword
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d6 + 3) piercing damage.
Offense
Hand Crossbow
Circumstance: Ranged
5 to hit, range 30/120 ft., one target. (1d6 + 3) piercing damage.
Trait
Messy End
The kobold explodes 3 rounds after it dies, or immediately if it was killed by a critical hit. The explosion destroys the kobold's body, leaving its equipment behind. Each creature within 5 feet of the exploding kobold must make a 10 Dexterity saving throw, taking 4 (1d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
Trait
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.
Trait
Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Passive Perception
9
Items
hand crossbow
shortsword
Senses
darkvision 60 ft.
Languages
Common
Draconic
Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.
5e Tools
Actions/Abilities/Traits: D&D 5e (Kobold Underling)
Actions/Abilities/Traits: D&D 5e (Kobold Vampire Spawn)
Actions/Abilities/Traits: D&D 5e (Kobold Vampire Spawn)
Attributes
Strength: 10
Dexterity: 18
Constitution: 16
Intelligence: 8
Wisdon: 8
Charisma: 8
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Wisdom: +1
Skills
perception: +1
stealth: +6
Offense
Bite
Circumstance: Melee
6 to hit, reach 5 ft., one creature. (1d4 + 4) piercing damage plus 5 (2d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Trait
Pack Tactics
The vampire has advantage on an attack roll against a creature if at least one of the vampire's allies is within 5 feet of the creature and the ally isn't incapacitated.
Trait
Regeneration
The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.
Trait
Unusual Nature
The vampire doesn't require air.
Trait
Vampire Weaknesses
The vampire has the following flaws:
'Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
'Harmed by Running Water: The vampire takes 20 acid damage when it starts its turn in running water.
'Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place.
'Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Trait
Passive Perception
11
Resistances
necrotic
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
darkvision 60 ft.
Languages
Common
Draconic
The gnoll vampire Tekeli-li has a small number of kobold vampire spawn minions to keep it company in the Caves of Hunger (see chapter 6). The vampiric kobolds are terrified of the gnoll vampire and can't understand its commands, so they give Tekeli-li a wide berth. These ravenous undead kobolds thirst for blood and tend to swarm one foe at a time.
5e Tools
Actions/Abilities/Traits: D&D 5e (Kobold Vampire Spawn)
Actions/Abilities/Traits: D&D 5e (Kobold Warrior)
Actions/Abilities/Traits: D&D 5e (Kobold Warrior)
Attributes
Strength: 7
Dexterity: 15
Constitution: 9
Intelligence: 8
Wisdon: 7
Charisma: 8
Offense
Dagger
Circumstance: Melee, Ranged
4, reach 5 ft. or range 20/60 ft. (1d4 + 2) Piercing damage.
Trait
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 doesn't have the Incapacitated condition.
Trait
Sunlight Sensitivity
While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.
Trait
Passive Perception
8
Items
dagger (3)
Senses
Darkvision 60 ft.
Languages
Common
Draconic
Environments
arctic
coastal
desert
forest
hill
mountain
swamp
underdark
urban
Kobold warriors use hit-and-run tactics to raid their enemies and defend their homes. To avoid danger, they frequently employ haphazard traps.
5e Tools
Actions/Abilities/Traits: D&D 5e (Kobold Warrior)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
underdark
Action
weapon
1 * weapon (1d4 or by weapon -1)
Special
Ambush
Set up surprise attacks.
Special
Infravision
90'.
Special
Hate gnomes
Attack on sight.
Special
Chieftain and bodyguards
A 2HD (9hp) chieftain and 1d6 1+1HD (6hp) bodyguards live in the kobold lair.
Special
Hoard
Only have treasure type J when encountered in the wilderness or in their lair.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Uncommon
underdark
Offense
1 Attack
Circumstance: Combat
1d4 or by weapon
Treasure
Treasure: Individual 3d6 cp; Lair 1d4×1,000 cp (50%), 1d3×1,000 sp (30%), 1d4 gems (50%)
Special
Infravision
60-ft infravision, allowing them to see well in total darkness.
Special
Sunlight Weakness
Detest direct sunlight and fight at -1 if exposed to it.
Special
Languages
Speak lawful evil and their own tongue. Some also speak goblin.
Special
Lair Guards
Often use wild boars or giant weasels to guard their lairs.
Special
Hatred
Especially despise brownies, pixies, sprites, and gnomes, which they will attack on sight.
Small, dog-faced reptilian humanoids
Kobolds live in a tribal society. They tend to make their lairs in dark places such as caves or deep forests. They detest direct sunlight and fight at -1 if they are exposed to it. They have infravision which allows them to see well in total darkness (60-ft).
Kobold raiding parties are led by a sergeant and 2 assistants who fight as goblins. They tend to wield cheap weapons like slings or clubs in combat, and are typically unarmoured. Their AC results from their scaly hide.
Their lairs will be ruled by a chief and his 5d4 body guards (all fight as goblins). They often use wild boars or giant weasels to guard their lairs.
Kobolds are hateful creatures, but they especially despise brownies, pixies, sprites, and gnomes, which they will attack on sight.
These creatures speak lawful evil and their own tongue. Some also speak goblin.
Description: Kobolds stand 3-ft tall and have a dark skin tone (brown to black), with no hair. They are vaguely reptilian in appearance with scales, small horns on their heads, short snaky tails and red eyes. They have an average lifespan of 135 years.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e (Kobold Dragon Mage)
Actions/Abilities/Traits: Pathfinder 2e (Kobold Dragon Mage)
Ability
Arcane Spontaneous Spells
DC 20; 1st fear, illusory object, magic missile (4 slots); Cantrips (1st) detect magic, electric arc, ghost sound, mage hand, tanglefoot
Ability
Dragonscaled
A kobold dragon mage's resistance depends on the color of its scales: Black acid 5, Blue electricity 5, Green poison 5, Red fire 5, White cold 5.
Ability
Illusory Retreat
Circumstance: The kobold dragon mage is adjacent to at least one enemy.
Frequency:
once per hour
The dragon mage creates an illusion of itself in its square and then becomes invisible (with the effects of a 2nd-level invisibility spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemeies. This is a 1st-level spell that requires a somatic component.
Ability
Sneak Attack
The dragon mage deals an extra 1d6 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
claw +7 [+3/-1] (agile, finesse), Damage 1d6-1 slashing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Kobold
A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.
Item
staff
Language
Common
Draconic
Perception
darkvision
Resistance
poison 5 (see dragonscaled)
Actions/Abilities/Traits: Pathfinder 2e (Kobold Dragon Mage)
Actions/Abilities/Traits: Pathfinder 2e (Kobold Scout)
Actions/Abilities/Traits: Pathfinder 2e (Kobold Scout)
Ability
Hurried Retreat
Circumstance: The kobold scout is adjacent to at least one enemy.
The kobold scout Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy.
Ability
Sneak Attack
The kobold scout deals an extra 1d6 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
shortsword +9 [+5/+1] (agile, finesse, versatile S), Damage 1d6 piercing
Offense
Ranged
Circumstance: combat round (ranged)
crossbow +9 [+4/-1] (range increment 120 feet, reload 1), Damage 1d8 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Kobold
A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.
Item
crossbow (20 bolts)
leather armor
shortsword
snare kit
Language
Common
Draconic
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Kobold Scout)
Actions/Abilities/Traits: Pathfinder 2e (Kobold Tunnelrunner)
Actions/Abilities/Traits: Pathfinder 2e (Kobold Tunnelrunner)
Ability
Sneak Attack
The kobold tunnelrunner deals an extra 1d4 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
light pick +6 [+2/-2] (agile, fatal d8), Damage 1d4+1 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Kobold
A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.
Item
leather armor
light pick
Language
Draconic
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Kobold Tunnelrunner)
Actions/Abilities/Traits: Pathfinder 2e (Kobold Warrior)
Actions/Abilities/Traits: Pathfinder 2e (Kobold Warrior)
Ability
Hurried Retreat
Circumstance: The kobold warrior is adjacent to at least one enemy.
The kobold warrior Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy.
Ability
Sneak Attack
The kobold warrior deals an extra 1d4 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
spear +3 [-2/-7], Damage 1d6+1 piercing
Offense
Ranged
Circumstance: combat round (ranged)
sling +5 [+0/-5] (propulsive, range increment 50 feet, reload 1), Damage 1d4 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Kobold
A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision. An ability with this trait can be used or selected only by kobolds.
Item
leather armor
sling (20 bullets)
spear
Language
Draconic
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e (Kobold Warrior)
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
Kobolds are egg-laying creatures. 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.
5e Tools
Small, dog-faced reptilian humanoids
Kobolds are small, dog-faced reptilian humanoids. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. They prefer ranged combat, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them. Kobolds have Darkvision with a range of 60', and suffer a -1 penalty to attack rolls in bright sunlight or within the radius of light spells. Kobolds typically wear leather armor in battle.
Kobolds are cunning foes. They see all larger races as enemies, and are thus likely to be hostile when encountered. However, they are naturally cowardly, and prefer to avoid combat, leading enemies into ambushes or traps rather than facing them directly. Sometimes kobold tribes build and inhabit extensive dungeon areas filled with deadly traps which only they know how to avoid.
Basic Fantasy Role-Playing Game
Small, wicked, hairless, canine humanoids with scaly, rust-coloured skin. Dwell underground.
OSE
Small, dog-faced reptilian humanoids
Kobolds live in a tribal society. They tend to make their lairs in dark places such as caves or deep forests. They detest direct sunlight and fight at -1 if they are exposed to it. They have infravision which allows them to see well in total darkness (60-ft).
Kobold raiding parties are led by a sergeant and 2 assistants who fight as goblins. They tend to wield cheap weapons like slings or clubs in combat, and are typically unarmoured. Their AC results from their scaly hide.
Their lairs will be ruled by a chief and his 5d4 body guards (all fight as goblins). They often use wild boars or giant weasels to guard their lairs.
Kobolds are hateful creatures, but they especially despise brownies, pixies, sprites, and gnomes, which they will attack on sight.
These creatures speak lawful evil and their own tongue. Some also speak goblin.
Description: Kobolds stand 3-ft tall and have a dark skin tone (brown to black), with no hair. They are vaguely reptilian in appearance with scales, small horns on their heads, short snaky tails and red eyes. They have an average lifespan of 135 years.
OSRIC