Kobold Species in Imarand: The Twin Worlds | World Anvil
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Kobold

Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark parts of the forest where the sun is unable to reach. Because of their physical similarities, kobolds loudly proclaim themselves the scions of dragonkin, destined to rule the earth beneath the wings of their great god-cousins, although dragons have little use for the obnoxious pests.   Most kobolds still live in tribes, using traps and their vast numbers to overcome their enemies. Adventurers hailing from these tribes are often seen as heroes, as they dare to travel to places where other won't go.   Play a kobold if you want…
  • to be yipping pest.
  • to have a passion for tunneling and traps.
  • to be a member of a race that favors the alchemist, fighter, and rogue classes.
Languages: Common and Draconic
Favored Regions: Black Mountain, Braxis, Great Divide, Mag Mell, Umar
Favored Religions: Crimrogan, Dragons, the elements of Earth and Fire
Female Names: Bora, Groka, Mab, Mave, Tyra, Xerra
Male Names: Chotak, Gorkzar, Mavdok, Scru, Thrr, Trako
Appearance: Kobolds are a small reptilian race that share a common ancestry with the dragons. Their scaly skin can be of any color linked to any type dragon. Kobolds don't have any hair but often have colorful ridges and spines on their heads.
Kobold coloration varies even among siblings from the same egg clutch, ranging mostly through the colors of the chromatic dragons, with red being the most common followed by white, green and blue. Even black kobolds are not unheard of.
   

Kobold Racial Traits*

+2 Dexterity, -4 Strength, -2 Constitution: Kobolds are fast but weak.
Reptilian: Kobolds are humanoids with the reptilian subtype.
Small: Kobolds are Small creatures and gain a +1-size bonus to their AC, a +1-size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4-size bonus on Stealth checks.
Swift: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Armor: Kobolds have a +1 natural armor bonus.
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Weakness: Light Sensitivity.
Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.
* These statistics can also be found in the Pathfinder Advanced Race Guide.

Servant of Breath by Hannah Kennedy

Savage Races

Genetic Ancestor(s)

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