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Kobolds

The most numerous of the dragonkin races warped by the Curse's effects on dragon reproduction.   Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.   Random Kobold Generator

Basic Information

Biological Traits

Unlike some other humanoids, kobolds don't fear or shun arcane magic. They see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield such power. Young kobold sorcerers are trained by elders, and the training has an almost religious significance. Most kobold sorcerers are of the draconic bloodline origin and specialize in either damaging magic (which can also be used in mining), augmentation (of materials or allies), or divination (to find raw materials and foresee threats to the tribe).   Winged kobolds, known as urds, hatch seemingly at random from kobold eggs, even in a tribe that has no adult urds. These special individuals are seen as throwbacks to their ancestral greatness, and are often revered.   Kobolds vary widely in how their scales are colored and patterned. Although a human might have difficulty telling two similar-looking kobolds apart, the kobolds themselves can easily recognize each other.   Most kobolds of the same tribe tend to have similar coloration. For example, the Copper Tooth tribe might be mostly gray with red stripes. Two tribes that merge eventually crossbreed enough to create a new look, although occasional outliers and throwbacks are born that bear the appearance of one of the original tribes.   d100 91-00 Scale Color   01-05 Black   06-10 Blue   11-25 Brown   26-30 Gray   31-35 Green   36-40 Orange   41-55 Orange-brown   56-60 Red   61-75 Red-brown   76-85 Tan   86-90 White   91-00 Patterned (roll twice, ignoring duplicate results and results of 91 or higher)   d20 Scale Pattern   1-4 Mottled   5-8 Reticulated   9-12 Shaded   13-16 Spotted   17-20 Striped

Genetics and Reproduction

Kobolds choose mates primarily for convenience. Their lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track ofwho each one's mother is. This practice and the communal raising of the hatchlings mean that the tribe operates like a group of cousins.   Because they lay eggs, and the eggs don't require much tending, kobold females aren't exempted from war or work. Furthermore, kobolds can slowly change sex. If most males or females of a tribe are killed, some survivors change over several months until the tribe is balanced again. In this way, the tribe can quickly repopulate with just a few survivors. Because of these factors, kobolds don't have assigned gender roles for young or adults. A leader, sorcerer, miner, or crafter is as likely to be female as male.

Growth Rate & Stages

Kobolds grow and mature much more swiftly than members of other humanoid races. At 6 years old a kobold is considered an adult. A female can lay up to six eggs per year, and an egg matures for two to three months before it hatches.

Ecology and Habitats

Kobolds are naturally skilled at tunneling. Similar to dwarves, they seem to have a near-instinctive sense of what sections of stone or earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn't feel safe.   Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might erect a railing or a wall that prevents them from falling off the edge-high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.   Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food is relatively scarce in such areas.   Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large rock outcroppings, creating warrens above the water line.

Dietary Needs and Habits

Although their sharp teeth would suggest they are carnivores, kobolds are actually omnivores, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold's first meal is usually its own shell). A hungry tribe leaves nothing behind from a kill, eating everything that's edible and using the rest to make tools or adornments.   Most kobold tribes avoid eating what they call "talking meat"-intelligent creatures-because such behavior prompts retaliation. The fear of starvation can make them flexible about this principle, however, and if their options are either attacking such creatures or going hungry, kobolds are practical. A few tribes, particularly those in lightly populated areas, practice cannibalism, believing it is foolish to waste good meat.   In any case, kobolds that eat humanoids don't simply start consuming corpses or prisoners right after a battle; they're more inclined to tie their victims to saplings and slowly roast them over a fire, or put them in a giant cook pot to make stew. Fortunately for the prisoners, the kobolds' almost comedic preparations sometimes give rescuers time to locate and free the captives before the kobolds settle down for the main course.

Biological Cycle

Kobolds shed teeth as they wear out and grow new ones their entire lives.

Additional Information

Social Structure

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.   In the kobolds' version of a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds. In the world they occupy, kobolds are often bullied and enslaved by larger creatures-or, when they live on their own, they are constantly fearful of invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous improvised traps they use to protect their warrens.   Kobolds have a tribal society in which they all take on specialized roles that protect and sustain the tribe. The strongest kobolds are trained to be hunters and warriors, the most clever are crafters and strategists, the toughest are miners and beast-wranglers, and so on. Even a stupid or physically weak kobold is given a role in the tribe, whether something as simple as picking mushrooms for food or watching over hatchlings, and they all understand that their actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is responsible for blocking tunnels to deter pursuit.   Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds who've known each other for over a decade might consider each other friends or enemies, but the strength of this sentiment is much fainter than any comparable human emotion. Since most of their waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.   Kobolds don't engage in funeral ceremonies; a dead kobold's body is burned or disposed of in some other convenient way (or, in a cannibalistic tribe, eaten).   A kobold's cautious nature doesn't mean it can't get angry. The blood of dragons flows in its veins, and like a raging drake, a kobold that is pushed too far or has its back against the wall can become a miniature storm of fangs and claws as it desperately tries to defend its life. Likewise, kinship to their own tribe can prompt kobolds to battle another kobold tribe for resources or territory. Such conflicts aren't common, because two tribes will always prefer to expand in different directions if they come into contact, but they do happen.   For example, two neighboring tribes that want exclusive claim to a flock of mountain goats might skirmish with each other every few days. Eventually the leader of one warring tribe realizes it is losing due to attrition and moves its tribe to another area, ceding the contested territory to its more successful neighbors.

Domestication

Thanks to their lack of physical prowess and their small size, kobolds are rarely in a position to dominate other creatures, so they usually don't have minions. Even when the opportunity presents itself, kobolds would rather not try to enslave or hire any intelligent creatures because they can't trust such creatures to not turn on them.   Kobolds are good, however, at capturing and taming smaller animals and beasts, particularly rats, dire rats, and reptilian creatures like lizards that thrive in a cave or underground environment. The kobolds corral these pets or allow them to roam free, either feeding them scraps or allowing them to forage for insects and other morsels too small for the kobolds to care about. Much in the way that human villagers keep chickens, these animals help the kobolds with pest control and are occasionally used as food. Giant rats and similarly sized lizards are also used as pack animals and guardians.   Some tribes train giant weasels to serve as mounts or guardians, relying on their speed, keen senses, and ability to fit in kobold-sized tunnels. Other tribes use giant bats as mounts and guard animals, but the bats require a lot of space in which to move and are found only in lairs that feature large caves or close access to the surface world.

Geographic Origin and Distribution

Kobolds frequently live in the Throne of Wings serving dragons and other draconians, or else in small family groups in the Dragon Swamps.

Average Intelligence

A kobold isn't clever, but it isn't stupid. Someone can fool a kobold with smooth words or a quick wit, but when the kobold figures out it has been tricked, it remembers the affront. If it gets an opportunity to do so, it will retaliate against that person somehow, even if in merely a petty way.

Civilization and Culture

Naming Traditions

Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts, or typical behavior. For example, "Red Foot," "White Claw," and "Scurry" are translations of often-used names. A kobold might change its name when it becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle.

Beauty Ideals

Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don't automatically shy away from trying to grab items that are the property of other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.   When they go after items that aren't free for the taking, kobolds try to remain undetected and don't give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler's house at night to loot it of knives, leather bits, nails, and other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation where the townsfolk would try to hunt down all kobolds and put the tribe's survival at risk.   Some aggressive individual kobolds and tribes do exist, but in general kobolds don't purposely provoke retaliatory attacks from the creatures they steal from. It's better to be cautious and overlooked than to be considered dangerous and a threat.   Many wear their own shed teeth as jewelry, with more teeth indicating an older- and wiser-kobold. Some unscrupulous individuals wear teeth stolen or harvested from others in an attempt to make them seem older and more respectable.   Because they live underground, kobolds have access to a remarkable amount of earth-based treasures such as metal ores and unpolished gems. They have the basic skill to extract metals found in their natural state and to polish raw gemstones. Although they don't create their own coinage, nuggets of raw metals used for trade, bribes, or crafting are commonly found in kobold lairs.   Kobolds are talented at crafting, so most tribes have a remarkable amount of treasure in the form of simple jewelry, such as armbands, rings, necklaces, and other items that are small or can be constructed out of small pieces. These adornments are always fashioned so that they don't make noise when the wearer moves, as that would make it difficult for a kobold to sneak anywhere.   Even though the jewelry they make has no functional purpose, kobolds savor these items, perhaps as some echo of a dragon's inclination to collect treasure. Because the tribe's wealth is portable, the kobolds can relocate quickly without needing to transport containers of nuggets and gems, and they can offer these items as bribes or tribute to more powerful creatures, or as religious offerings to a dragon.

Culture and Cultural Heritage

A kobold acknowledges its weakness in the face of a hostile world. It knows it is puny, bigger creatures will exploit it, it will probably die at a young age, and its life will be full of toil. Although this outlook seems bleak, a kobold finds satisfaction in its work, the survival of its tribe, and the knowledge that it shares a heritage with the mightiest of dragons.

Interspecies Relations and Assumptions

Those of other humanoid races have little good to say about kobolds, but they do admit that the little reptilians do respectable tunnel work using simple tools. If a band of kobolds is enslaved by more powerful creatures, the kobolds are usually put to work enlarging their masters' living area and protecting vital areas of the lair with traps and other defenses.   Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow their own subterranean food, and prefer to sneak about at night, the people of a town might go for weeks or months without noticing evidence that kobolds are in the area, and years between actual sightings.   Kobolds know that they are descended from dragons and are proud of this fact. In every kobold tribe, the legend of the creatures' origin is passed down from elder to hatchling, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger humanoids, but they know that there is greatness within them and they are proud that they are the blood-kin of dragons.   Kobolds willingly serve chromatic dragons and worship them as if they were demigods- mighty beings of divine descent. This isn't a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity were in their presence. Kobolds fall all over themselves to obey orders from a dragon, even if they are dangerous orders.   A kobold doesn't like being cornered or alone. It wants to know it has a safe path for escape, or at least an ally nearby to improve its chances. A kobold without either of these options will be nervous, its behavior alternating between meek silence and hysteria.   Because they are physically weak individually, kobolds know they have to use superior numbers and cunning to take down powerful foes. In addition to their Pack Tactics trait, they use traps, ambushes, terrain, allied monsters, and any other advantage they can squeeze out of their environment. Essentially, the only way kobolds can win is not to play fair.   Kobolds work together to accomplish difficult tasks they couldn't manage alone. They carve intricate tunnel systems that enable them to hold off and discourage enemies several times their size. Without engaging in much verbal communication, each kobold knows what has to be done to succeed. Kobolds' ability to work together is remarkable, especially compared to the behavior of other small humanoids like goblins, which tend to squabble among themselves and cooperate only when threatened by a strong leader.   Kobolds avoid combat on a large scale, instead stick- ing to hit-and-run raids using smaller groups of warriors. If they have time, they prepare the battlefield with small bolt-holes for them to hide in and simple pit traps to hamper their opponents.   Standard kobold tactics include the following:   • Attacking light sources to extinguish them, so the kobolds can use their darkvision to best advantage.   • Leaving one defender in a room to lure invaders into a trap or an ambush. Often this bait is a sick or weak kobold who is otherwise unable to contribute to the tribe's needs.   • Using hit-and-run maneuvers, fleeing between attacks to better or more secure vantage points. Often their goal is to attract enemies and draw the foes into greater danger, which can be especially effective if the invaders have made camp, are injured, or are otherwise compromised (such as having to move by climbing or swimming).     • Using poison, usually harvested from vermin such as centipedes and spiders. They might extract the poison and use it on their weapons, or leave a chest or a clay pot full of the vermin in obvious places as false "treasure," prompting intruders to open the container and release a swarm.   In a combat involving large numbers of kobolds (such as ten or more), consider spreading out their attacks over the round instead of having them all act on the same initiative count. Doing this gives the kobolds more opportunities to react to what their enemies do, and makes it harder for players to coordinate their characters' attacks because not all the kobolds take their actions at the same time.   Kobolds are cautious and fearful of bears, since bears often seek to live in caves and the animals might wander into the outermost parts of the lair, particularly when they're about to begin hibernating. Kobolds are likely to panic when they see a bear animal companion in the company of another creature. This aversion extends to owlbears and other bear-like creatures.
Genetic Ancestor(s)
Genetic Descendants
Lifespan
Most succumb to violence, accidents, or disease by age 20, but a kobold can live for up to 120 years-a longevity they attribute to being related to dragons.
Average Height
2 feet, 3 inches to 2 feet, 9 inches
Average Weight
27 to 33 pounds
Related Ethnicities

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Kobold

Ability Score Increase Dex +2, Str -2
Size Small
Speed 30ft

Darkvision (Minor/Genetic). 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.   Grovel, Cower, and Beg (Major/Cultural). 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.   Pack Tactics (Major/Genetic). 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.   Sunlight Sensitivity (Major/Genetic). 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.   Hybrid Nature (Major/Genetic). You have two creature types: humanoid and dragon. You can be affected by a game effect if it works on either of your creature types.

Languages. Draconic

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