Kobold Species in Sarion | World Anvil
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Kobold

Kobolds in Sarion

  kobolds in Sarion are a small race of reptile-like creatures that live in large series of underground tunnels that curve and wind through their cave homes. They are small and physically weak, using traps to protect themselves against intruders. They are very greedy and enjoy collecting many valuable items. They often serve chromatic dragons, seeing them as godlike creatures of great power. When they serve dragons who also have a dragonborn following, the kobolds are almost always placed beneath the dragonborn. Kobolds are all over the world, hiding in their caves and tunnels underground.   Kobolds do not care about the other races and are only interested in personal preservation and gain. They will steal from and kill other creatures without any hesitation if it means getting something they want. But kobolds despite their cunning, are fearful creatures, this leads them to avoiding the other races. Even though they are willing to kill, they know they are smaller and weaker then almost every other creature and thus keep to their caves.  

Sarion Kobold Traits

I was unhappy with how the kobolds racial traits that were presented in Volo's Guide to Monsters, so I have decided to write my own racial traits for them within my world.   Your kobold character in Sarion has the following racial traits.   Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.   Age. Kobolds reach adulthood at age of 6 and can live up to 120 years, although they rarely live past twenty.   Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group make them tend towards law.   Size. Kobolds are between 2 and three feet tall, and weigh between 25 and 35 pounds. Your size is small.   Speed. Your base walking speed is 30 feet.   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.   Frail Build. You count as one size smaller when determining your carrying capacity and the weight you can push, drag or lift.   Grovel, Cower and Beg. 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.
This ability can also be flavored however you like, Perhaps instead of cowering, you tell your allies where enemy weak spots are or you do something that would distract your enemies besides cowering.   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.   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.   Trap Construction. Kobolds are master trap crafters and almost all kobolds are taught how to make at least simple traps while growing up. You have proficiency with tinker's tools and can use them to make one of the following trap options. You can make a trap as part of a long rest and given they have 5 gold pieces worth of the materials needed. Your traps have a DC with is equal to 8 + your proficiency bonus + your intelligence modifier.
Catapult trap. This trap activates by a simple tripwire or pressure plate or can be activated manually as a action. When activated the trap will launch an item in the catapult in the direction it was set. The item can be a small rock or a vial of liquid, whatever it is, the item must weigh less then five pounds. When a creature triggers the catapult it launches an item at the creature. The target must make a Dexterity saving throw against your Trap DC, on a fail the target takes 1d6 bludgeoning damage and is hit by the item, on a success they avoid it completely and take no damage.
Net trap. This trap activates by a simple tripwire or pressure plate or can be activated manually as a action. When this trap is activated a Net either falls on or shoots at its target to encompass it in a net. The target must succeed on a Dexterity saving throw against your Trap DC, or be caught in the net. The target is restrained in the net and can use its action on its turn to attempt to escape, making a Dexterity check against your Trap DC, escaping on a success.   Languages. You can speak, read, and write Common and Draconic.

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