Diminutive, crafty, and numerous are the kobolds. Like small wingless dragons, kobolds have long been associated with those apex predators and can still often be found underfoot such tyrants. Where kobolds lack strength they provide nimble ingenuity and capacity for genius.
Kobolds do bear draconic traits, namely long snouts lined with sharp teeth, short horns, and heavy tails. Like dragons, kobold scales can come in many colors, but most often you'll find red or green-scaled ones. Due to their size, kobolds seem at home in claustrophobic spaces, and this affinity is reflected in their distate for sunlight. Some scholars have come to suggest that the kobold species may have originated around volcanic regions of the world, as the species is also notable for being cold-blooded, becoming sluggish and weary at low temperatures, while active in warm places.
Kobold families lay eggs in clutches and have fairly long lifespans, which helps the species thrive and grow in large numbers. Similar to goblins, kobolds have historically been considered a sort of pest, but they are certainly more than mere monsters.
Kobolds in the World
Relative to many other species of mortalkind, kobolds were a late arrival to Des Forabis; when a trio of chromatic dragon tyrants made landing on this continent from across the western sea, they brought their minions - slaves - with them. In the intervening millennia, after those dragons were beat back, the many descendants of those kobold tribes who previously served them spread far and wide across the continent.
Today, kobold settlements can be found all across temperate and warmer climates, especially in mountainous regions like Ilrom-Ral or western Khollaja.
Kobold Player Characters
As a kobold you are defined by your disadvantages in a world of creatures bigger than you - and your ability to make the best of it. Direct sunlight hurts your eyes, but your size, speed, and natural cunning in dark places give you an extraordinary edge. You're smaller and weaker than most, but you can turn even this into an advantage when large foes inherently underestimate you.
Kobolds are born in clutches with several twin siblings, so consider this fact when creating your character. Large families are common, especially in kobold settlements where they can thrive freely and support their community in great group effort. Alternatively, you may be a kobold whose family hails from a more diverse city where your expansive blood family can support each other in a harsh urban world.
Since you're sensitive to sunlight, consider how this has affected your role in society up till now - you may have lived most of your life in a cavernous town or city, or if you lived outdoors may have taken to nocturnal shifts. Consider what sort of professions you might have held that allowed you to more easily survive in this way.
Kobold Traits
Ability Score Bonus. You gain a +2 to Dexterity, but a -2 to Strength.
Age. Kobold mothers lay fertilized eggs in clutches of 3 - 8 after 3 months of pregnancy, which then hatch 3 months later. Kobolds grow quickly to maturity at age 6, and have fairly long lives reaching 120 years before succumbing to age.
Size. Your size is Small. Kobolds are very diminutive, standing from 2 to 3 feet tall and weigh only 25 to 35 pounds on average.
Speed. Your base walking speed is 30 feet.
Small Build. You require 50% less food than an average human to survive day to day.
Cold-Blooded. You have an ectothermic physiology and rely on environmental heat sources. When you are in a freezing environment, your base walking speed is decreased by 5 feet and you have Disadvantage on Intelligence ability checks and saving throws. When you are in a very hot environment, your base walking speed is increased by 5 feet and you have Advantage on Intelligence ability checks and saving throws.
Darkvision. 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.
Sunlight Sensitivity. 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.
Cower, Mislead, and Manipulate. As an action on your turn, you can mislead and manipulate nearby foes into taking pity on you or underestimating your capability. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
Pack Tactics. 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.