Kobolds
Kobolds occupy an intriguing niche. Standing at just around 2 to 2.5 feet tall, these reptilian beings possess scales that range in color from rusty brown to deep crimson, and eyes that gleam with mischief and cunning. They are most often found in subterranean lairs, old mines, or in the shadowy recesses of forests. Despite their diminutive stature, kobolds are known to be resourceful and inventive, often setting elaborate traps to protect their homes or to capture prey. Their nimble fingers are adept at crafting and tinkering, making them proficient in creating rudimentary tools and weapons.
Yet, for all their cunning and guile, kobolds are often seen as the butt of many tales and legends, and not without reason. A curious twist of fate has bestowed upon them a predisposition to be incredibly unlucky. From haplessly triggering their own traps to misjudging the strength of their opponents, kobolds have an uncanny knack for finding themselves in unfortunate situations. This intrinsic unluckiness has given rise to many tales where adventurers, rather than fearing a kobold's trap, are more wary of the unintended consequences that might arise from the creature's own misfortune.
Tier 1
Young Kobold
Small, Draconic
Tier 1, Challenge Point 1, XP: 1
Attributes
AC 13 AP 0 HP 1 Posture 5
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language Draconic
Movement
Base 30 Climb/Swim 5 Dash 10 Stats + Skills
STR -3 DEX +3 INT +0 WIS -2 CHA -2
- LU -3: Luck Points: 0; Critical Fail: 1 to 3
Abilities
- Pack Player All friendly creatures within 10 feet gain advantage on all their Checks, Attacks and Saves.
Actions (1)
- Weak Punch Hit +3, Dmg 1 strike
Kobold
Small, Draconic
Tier 1, Challenge Point 2, XP: 2
Attributes
AC 14 AP 0 HP 6 Posture 7
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language Draconic
Movement
Base 30 Climb/Swim 5 Dash 10 Stats + Skills
STR -2 DEX +3 INT +2 WIS -2 CHA -2
- LU -3: Luck Points: 0; Critical Fail: 1 to 3
Abilities
- Pack Player All friendly creatures within 10 feet gain advantage on all their Checks, Attacks and Saves.
Actions (1)
- Short Sword Hit +4, Dmg 1d6 slash or thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Bonus Action
- Quick Hide You can Hide as a Bonus Action.
Tier 2
Kobold Artillerist Inventor
Small, Draconic
Tier 2, Challenge Point 3, XP: 6
Attributes
AC 15 AP 0 HP 10 Posture 10
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language Draconic
Movement
Base 30 Climb/Swim 5 Dash 10 Stats + Skills
STR -2 DEX +4 INT +6 WIS -2 CHA -2
- LU -3: Luck Points: 0; Critical Fail: 1 to 3
Abilities
Pack Player All friendly creatures within 10 feet gain advantage on all their Checks, Attacks and Saves.
Piercing Ammo (2) Before you Attack, you can use 1 of your 2 Piercing Ammos. On a hit, that Attack ignores all AP and can deal 1d8 extra damage.
Actions (1)
Artillery Weapon Hit +6, Dmg 1d8 thrust + 1d8 fire
Ignite: On a hit, that target becomes Ignited (1d4).
Ranged Weapon (120/300)
Bonus Action
- Quick Hide You can Hide as a Bonus Action.
Kobold Dragonblood
Small, Draconic
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 2 HP 22 Posture 18
- Damage Resistances: Fire
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language Draconic
Movement
Base 35 Climb/Swim 5 Dash 10 Stats + Skills
STR -2 DEX +6 INT +2 WIS -2 CHA +4
- LU -3: Luck Points: 0; Critical Fail: 1 to 3
Abilities
- Pack Player All friendly creatures within 10 feet gain advantage on all their Checks, Attacks and Saves.
Actions (2)
- Dragon's Claw Hit +5, Dmg 1d4 slash + 1d4 fire
- Ignite: On a hit, that target becomes Ignited (1d4).
Bonus Action
- Quick Hide You can Hide as a Bonus Action.
Creative Kobold
Small, Draconic
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 14 AP 0 HP 14 Posture 14
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language Draconic
Movement
Base 30 Climb/Swim 5 Dash 10 Stats + Skills
STR -2 DEX +6 INT +5 WIS -2 CHA +1
- LU -3: Luck Points: 0; Critical Fail: 1 to 3
Abilities
Pack Player All friendly creatures within 10 feet gain advantage on all their Checks, Attacks and Saves.
Trap Preparation Before Combat, you can spend 1 hour of work to have 3 Traps prepared within 120 feet from you. Each creature within 20 feet of the trap must succeed on a Reflex Save or take the effects from that trap. Choose the following traps:
Bear Trap: On a fail, or take 1d12 thrust damage and become Immobilized. A creature can use its Action to make an Athletics Save (DC 14), disarming the trap on a success.
Net: All creatures within 30 feet of the trap that failed become Contained and Immobilized. A creature can use its Action to make an Athletics Save (DC 14), destroying the Net on a success. You can capture up to 9 tiny creatures, or up to 6 small creatures, or up to 3 Medium creatures or only 1 Large creature with the Net.
Trap Hole: On a fail, a Large or smaller creature falls in a 10 feet deep hole in the ground full of spikes, taking 1d12 thrust damage and becomes Knocked Prone. A creature can still climb out of the hole.
Actions (2)
Cave Tremor While in a Cave, you can use your Action to make an entire Cave shake. All creatures of your choice within 60 feet of you must succeed on an Athletics Save (DC 14), or take 2d12 strike damage and become Knocked Prone.
Big Triumph: You can only use this Action once.
Pick Axe Hit +5, Dmg 1d10 thrust
Favorite Weapon: You ignore 3 AP
Sling Hit +5, Dmg 1d6 strike
Ranged Weapon (20/300)
Bonus Action
- Sneak Weapon: Choose 1 target and make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, all your Attacks against that target gain advantage until the end of this turn.
Kobold Pack Leader
Small, Draconic
Tier 2, Challenge Point 12, XP: 24
Attributes
AC 17 AP 0 HP 46 Posture 31
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language Draconic
Movement
Base 30 Climb/Swim 5 Dash 10 Stats + Skills
STR -2 DEX +7 INT +5 WIS -2 CHA +6
LU -3: Luck Points: 0; Critical Fail: 1 to 3
Villain Action
- Kobold Presence At the start of each round, you can make 1 Kobold appears on the battlefield.
Abilities
- Command Once per round, you can use a Free Action to make a Kobold within 30 feet to take an Action on your turn.
- Pack Player All friendly creatures within 10 feet gain advantage on all their Checks, Attacks and Saves.
Actions (3)
- Sling Hit +7, Dmg 1d8 strike
- Ranged Weapon (20/300)
- Favorite Weapon: Attacking creatures within 5 feet and using the far reach no longer imposes disadvantage on the Attacks you make with this weapon.
Bonus Action
- Sneak Weapon: Choose 1 target and make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, all your Attacks against that target gain advantage until the end of this turn.