Random Starting Age
Random Starting Height & Weight
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2 ft. 6 in.||+2d4 in.||25 lbs.||2d4x1 lb.|
|Female||2 ft. 4 in.||+2d4 in.||20 lbs.||2d4x1 lb.|
Kobolds are weak, craven, and seethe with a festering resentment for the rest of the world, especially members of races that seem stronger, smarter, or superior to them in any way. They proudly claim kinship to dragons, but beneath all the bluster, the comparison to their glorious cousins leaves kobolds with a profound sense of inadequacy. Though they are hardworking, clever, and blessed with a natural talent for mechanical devices and mining, they spend their days nursing grudges and hatreds instead of celebrating their own gifts. Kobold tactics specialize in traps and ambushes, but kobolds enjoy anything that allows them to harm others without putting themselves at risk. Often, they seek to capture rather than to kill, taking out their frustrations on the helpless victims they drag back to their claustrophobic lairs.
Physical Description: Kobolds are small, bipedal reptilian humanoids. Most stand around 3 feet tall and weigh about 35 pounds. They have powerful jaws for creatures of their size and noticeable claws on their hands and feet. Often kobolds' faces are curiously devoid of expression, as they favor showing their emotions by simply swishing their tails. Kobolds' thick hides vary in color, and most have scales that match the hue of one of the varieties of chromatic dragons, with red scales being predominant. A few kobolds, however, have more exotic colors such as orange or yellow, which in some tribes raises or lowers an individual's status in the eyes of his fellows.
Society: Kobolds thrive in cramped quarters far from the light of the sun. Most live in vast warrens deep beneath the earth, but a few instead prefer to make their homes beneath tangles of overgrown trees and brush. Saving their malice for other races, most kobolds get along well with their own kind. While squabbles and feuds do occur, the elders who rule kobold communities tend to settle such conflicts swiftly. Kobolds delight in taking slaves, relishing the chance to torment and humiliate them. They are also cowardly and practical, and often end up bowing to more powerful beings. If these creatures are of another humanoid race, kobolds often scheme to free themselves from subjugation as soon as possible. If the overlord is a powerful draconic or monstrous creature, however, kobolds see no shame in submission, and often shower adoration on their new leader. This is especially true if the kobolds serve a true dragon, who they tend to worship outright.
Relations: Kobolds often seethe with hatred and jealousy, but their innate caution ensures that they only act on these impulses when they have the upper hand. If unable to safely indulge their urge to physically harm and degrade members of other races, they resort to careful insults and 'practical jokes' instead.
They consider both dwarves and elves to be deadly rivals. Kobolds fear the brute power of half-orcs and resent humans for the dominant status that race enjoys. They believe half-elves blend the best qualities of both parent races, which strikes kobolds as fundamentally unfair. Kobolds believe halflings, small in stature, make wonderful slaves and targets for kobold rage and practical jokes. When the gnomes first arrived in the mortal realm, kobolds saw them as perfect victims. This sparked waves of retaliation and reprisal that have echoed on down through the centuries and earned the kobolds' permanent enmity.
Alignment and Religion: Kobolds readily knuckle under to superior force but rarely stop scheming to gain an edge over their oppressors. Most kobolds are lawful evil, though some, more concerned with procedure than their own personal advantage, become lawful neutral instead. Kobolds often pray to Asmodeus or Lamashtu in hopes of bringing ruin to their foes or power to themselves. A few others instead venerate Calistria, hoping for her blessing when making traps or striking back at the world they believe has so wronged them. In addition to these deities, kobolds, supremely opportunistic, also sometimes worship nearby monsters as a way of placating them or earning their favor.
Adventurers: Kobolds rarely leave their cozy warrens by their own choice. Most of those who set out on adventures are the last of their tribe, and such individuals often settle down again as soon as they find another kobold community willing to take them in. Kobolds who cannot rein in, or at least conceal, their spiteful and malicious natures have great difficulty surviving in the larger world.
Male Names: Draahzin, Eadoo, Ipmeerk, Jamada, Kib, Makroo, Olp, Yraalik, Zornesk, Athraz Dyrtrax Fazij Grytnok Jekkajak Kaidynn Keegyn Kirrok Merlokrep Nydryn Nyktox Ryzztyl Torphrex Varrann Vreknog Xahndyg
Female Names: Adriaak, Harkail, Neeral, Ozula, Poro, Saassraa, Tarka, Ahmmra Azzlyn Enga Grymwyr Gynnezz Kregnaan Jynnjun Lyrtrahk Melrynn Petrahk Ryzzntyg Skyxa Tyrrell Varshez Vregma Zarrnyl
The following racial archetype and racial bloodline are available to kobolds.
Kobolds have access to the following equipment.
A kobold who chews and swallows this alchemically treated piece of coal (a full-round action) can make one breath weapon attack during the next minute. If the kobold fails to make a breath attack before this minute expires, it is sickened for 1 hour. Other humanoid creatures that eat alchemical coal are sickened for 1 hour (though certain other creatures may be able to use them, at the GM's discretion). Creatures that are immune to poison are immune to the sickened effect. The type of breath weapon depends on the type of alchemical coal that is chewed by the kobold.
This jagged bit of dusty red coal allows a kobold to breathe a 30-foot line of coarse cinders. The breath weapon deals 1d6 points of fire damage and blinds creatures in the area for 1 round. A creature that succeeds at a DC 15 Reflex saving throw takes half damage and is not blinded.
This crumbling chunk of chalky white coal allows a kobold to breathe a 15-foot cone of foul vapor that deals 1d6 points of acid damage and sickens a creature for 1d4 rounds. A creature that succeeds at a DC 15 Reflex saving throw takes half damage and is not sickened.
Fashioned from the spongy stem of a rare mushroom, this whistle produces a sound that only kobolds and dragons can hear. Kobolds often create complicated codes made up of notes that they use to coordinate ambushes and raids.
Kobold Tail Attachments
A kobold with the Tail Terror feat (see below) can slip this device over the tip of his tail to augment his natural attack. Each tail attachment provides just enough weight, balance, and striking power to increase the damage of his tail slap. It takes a full-round action to slip on a kobold tail attachment, and the kobold gains a +4 bonus against disarm attempts made to remove his tail attachment.
While a kobold is wearing a kobold tail attachment, the attack deals the tail attachment damage, and some attachments gain a special feature. Tail attachments are light weapons and can be improved by feats that can improve weapon attacks (such as Weapon Focus and Weapon Specialization). All kobold tail attachments make up a kobold tail attachment weapon group that can be improved by the fighter's weapon training class ability. Tail attachments can be constructed of special material and made into masterwork or magic items. There are five types of common tail attachments.
This slender cord has tiny bits of glass and stone embedded in its length.
This squat ball is made from some sort of dull metal.
This metal wedge has a prickly edge on one of its sides.
This narrow spike tapers to a sharp point.
When properly used, this sharply curved piece of metal can knock opponents off their feet. Unlike most trip weapons, you cannot drop it if you are tripped during your own trip attempt.
Long lash 15 gp 1d4 1d6 .2 — 1 lb. S reach
Pounder 1 gp 1d6 1d8 .2 — 4 lbs. B —
Razored 3 gp 1d6 1d8 19-20/.2 — 2 lbs. S —
Spiked 3 gp 1d6 1d8 .3 — 2 lbs. P —
Sweeper 7 gp 1d4 1d6 .2 — 3 lbs. B trip
Alchemical coal (blinding cinders) 100 gp — 25
Alchemical coal (choking smoke) 50 gp — 20
Cave whistle 20 gp — —
Kobolds have access to the following feats.
Kobolds have access to the following magic items.
Kobolds have access to the following spell.
d% Scale Color
Alternate Racial Traits
d% Alternate Racial Trait
01-38 Standard racial traits
47-53 Wild forest kobold
60-64 Beast bond
75-78 Gliding wings
79-82 Prehensile tail
83-86 Secret strider
87-89 Day raider
90-92 Echo whistler
93-95 Shoulder to shoulder
96-98 Spellcaster sneak
d20 Personality Trait
1 Absentminded/easily distracted
4 Cruel/unnecessarily brutal
6 Dishonest/compulsive liar
d20 Physical Trait
4 Distinctive scar
5 Elongated snout
6 Extra-sharp teeth
7 Gravelly voice
9 Long tail
10 Missing a finger
11 Missing an eye
12 Odd horns
13 Odd-colored eye or eyes
16 Short tail
17 Speech impediment
18 Strange scale markings
20 Walks with a limp
01-03 Always adjusting provisions
04-06 Avoiding eye contact
07-09 Chewing on a stick
10-11 Collecting trinkets
12-15 Constant blinking
16-17 Constantly moving eyes
18-19 Drawing graffiti
20-22 Facial tic
27-29 Finger drumming
30-31 Foot tapping
32-33 Head scratching
34-36 Hissing like a snake
37-38 Knuckle cracking
39-40 Making shadow puppets
41-42 Making wishes
43-45 Nail biting
46-47 Neck cracking
48-49 Nervous laughter
50-51 Never stepping on cracks
52-55 Picking teeth
56-57 Playing with a weapon
58-59 Rolling a coin on knuckles
60-62 Smelling things
65-66 Stroking chin
67-69 Swishing tail
70-72 Talking about dragons
73-74 Talking to oneself
75-77 Tapping a horn
78-80 Tasting things
81-83 Teeth grinding
84-85 Telling tall tales
86-88 Tugging on ear frills
89-90 Whistling or humming
91-100 Roll twice