The Neglected Kobold

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Legend
Thumbing thru the MM, you'll see that many classic humanoids get multiple pages devoted to them: Goblins get 2 pages, Gnolls 2 pages, Hobgoblins 3 pages, Kuo-toa 3 pages, Lizard-folk 2 pages, Ogres 3 pages, and Orcs 4 pages. The measly Kobold gets just 1 page. For shame, I say! :)

Based on criticism of the kobold preview, I thought I'd share my re-working of the kobold as well as some of my favorite kobold traps & tricks. Feel free to contribute your own stuff too :) Also, for even more kobold-y goodness ideas hit the "Dragon Mountain 4e" link in my signature; though it's for 4e, there are some really fun ideas in there you could convert.

To begin, here's the basic reworked kobold stat block...gave them Stealth proficiency and 2 new traits - Trap Savvy and Tunnel Crawling.

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[h3]Kobold[/h3]
Small humanoid (kobold), lawful evil

AC 12
Hit Points 5 (2d6-2 HD)
Speed 30 ft

STR 7 (-2), DEX 15 (+2), CON 9 (-1), INT 8 (-1), WIS 7 (-2), CHA 8 (-1)

Skills Stealth +4
Senses darkvision 60 ft, passive perception 8
Languages Common, Draconic
Challenge 1/8 (25 XP)

Pack Attack: The kobold has advantage on attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity: When in sunlight, the kobold suffers disadvantage on attack rolls and Wisdom (Perception) checks relying on sight.

Trap Savvy: The kobold has an instinctive feel for traps, adding its proficiency bonus (+2) to all checks involving crafting, detecting, disarming, or identifying traps. Additionally, the kobold's movement does not trigger pressure plate or tripwire-triggered traps it is aware of.

Tunnel Crawling: The kobold suffers none of the normal disadvantage or speed hindrance when squeezing thru Tiny-sized passages.

ACTIONS

Dagger, Light Pick, or Light Spear. Melee weapon attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage.

Sling. Ranged weapon attack: +4 to hit, range 30/120 ft, one target. Hit: 4 (1d4+2) bludgeoning damage.

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[h3]Variations on a Theme[/h3]
Next, if you want to customize your kobolds, use these themes. Giving a kobold a theme increases their CR to 1/4.

Kobold Commando: (Increase CR to 1/4) Increase HD to 3d6-3 (7 hit points). Increase Intelligence to 9 reflecting more organized and well-conceived guerilla tactics. Gain the "Assassinate" trait granting the kobold advantage on attacks against creatures that haven't taken their turn in combat yet, and any hit scored against a surprised creature is automatically a critical hit. Replace dagger with a short sword (1d6+2 piercing damage).

Kobold Dragonshield: (Increase CR to 1/4) Increase HD to 3d6-3 (7 hit points). Equip with chain shirt and shield (AC 16), and a special finesse polearm that increases melee attack reach to 10 ft (damage remains 1d4+2). Remove "Tunnel Crawler" trait, and instead gain the "Protection" trait: When a creature the kobold can see attacks a target other than the kobold within 5 feet, the kobold can use their reaction to impose disadvantage on the attack roll using their shield.

Kobold Master Trapsmith: (Increase CR to 1/4) Increase HD to 3d6-3 (7 hit points). Increase Intelligence to 9 reflecting better understanding of trap mechanics and strategic placement, and increase Dexterity to 16 (AC 13, Stealth +5, attack and damage +1). Gain proficiency in Thieves' Tools. Double proficiency bonus for "Trap Savvy." Equip with 4 caltrops and thieves' tools.

Kobold Slinger: (Increase CR to 1/4) Increase Dexterity to 16 (AC 13, Stealth +5, attack and damage +1), and increase HD to 3d6-3 (7 hit points). Gain 4 pieces of sling ammunition chosen from the following:
Fire shot: This bullet is made of a wad of wax encasing sulfurous compounds which ignite upon impact. The target hit takes 1d4+2 fire damage and is lit on fire, sustaining 1d4 fire damage until the fire is put out.
Monsterbait shot: This bullet is made of wax encasing a disgusting blend of offal and monster pheromones. The target hit takes 1 bludgeoning damage and is marked by stinky pheromones which attract a certain type of monster, such as carrion crawlers. The pheromones can only be removed by a thorough bath. Until then, monsters of that type preferentially target hat character and are twice as likely to be encountered randomly.
Rust shot: This bullet is made of wax encasing ground rust monster antennae, and deals just 1 bludgeoning damage. Instead, when used against a nonmagical ferrous object not worn or carried by a creature, it destroys 1 cubic foot. When used against metal armor or a metal shield, it reduces the armor/shield by -1 AC permanently and cumulatively.
Sticky shot: This bullet is made of wax encasing a foul green adhesive, and deals no damage. Instead the target hit is immobilized until they take an action to break free (Strength DC 11), apply universal solvent (or similar magic), or wait 5 minutes.

Kobold Wyrmpriest: (Increase CR to 1/4) Increase HD to 3d6-3 (7 hit points) and Intelligence to 12. Cast spells as a 2nd level caster, with Intelligence as the spellcasting ability (spell attack +3, spell save DC 11). Cantrips known - fire bolt; 1st level spells known (3 slots) - bane, bless, burning hands, dissonant whispers.

Winged Kobold (Urd): (Increase CR to 1/4) Gain fly speed 30 ft, increase Dexterity to 16 (AC 13, Stealth +5, attack and damage +1), and increase HD to 3d6-3 (7 hit points).

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[h3]Lair Actions[/h3]
You can give the kobold clan Lair Actions if you wish, increases the encounter CR by +1.

Lair Actions are appropriate when kobolds are encountered in an underound environment they've occupied for a long time and have had the opportunity to set traps of all kinds. Once per combat round at initiative count 20 or as a reaction, the kobold clan can use a lair action. Note, however, that this cannot break the rule of one reaction per creature.

Activate Trap: A kobold activates a previously dormant trap, such as tripping a tripwire, depressing a pressure plate, or triggering a rockfall.

Guerilla Tactics: Against a prone enemy or an enemy granting advantage to the kobold's attacks, three kobolds move up to 15 ft and attack that enemy, then withdraw. If the kobolds were hidden before moving and end their turn with cover they can make Stealth checks to resume hiding.

Tunnel Scatter: When a kobold dies to an area effect/spell, all kobolds that would also have been caught in the area effect may use their reaction to move 30 ft. If the kobolds end their turn with cover they can make Stealth checks to hide. Common sense should be applied regarding the effect's point of origin and whether kobolds are inevitably caught in the path or have a chance to evade.
 
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I really like the theme and flavor for this. This is what I liked most about fourth edition was that each of the smaller monsters had more opportunities to shine. I do think this is what they intended with 5E was to give a lot of options for expandability (I don't think that's a word) for all of the little monsters without a lot of abilities. I also think that the system itself allows you to do more with less. A couple of these aren't very necessary, such as adding proficiency bonus to traps (although we don't know exactly how they're made) since the system is set up for that to be a slow curve anyway and may make the kobold more powerful than intended. I think it would be really interesting if the Dungeon Master's Guide had options like this in building monsters, such as adding a sneak attack to make a _______ Assassin, or adding a protection feature to make a ________ Defender, but it is easy enough to add on our own. However, I don't think it's a great idea to add Lair actions to absolutely everything. Why can't you just do Guerilla Tactics with the Kobold on their own turn? Why can't they simply activate a trap on their own turn? Lair and legendary actions are a way for big bad monsters to break up and force themselves into a better action advantage, so applying it to a group of smaller monsters doesn't make a lot of sense to me.
 





The Lair Actions are a great idea, though I might limit them to a couple of times per encounter. It's a concept I might well extend to other groups of opponents operating on their home ground.
 

Thanks for the comments :)

I really like the theme and flavor for this. <snip> However, I don't think it's a great idea to add Lair actions to absolutely everything. Why can't you just do Guerilla Tactics with the Kobold on their own turn? Why can't they simply activate a trap on their own turn? Lair and legendary actions are a way for big bad monsters to break up and force themselves into a better action advantage, so applying it to a group of smaller monsters doesn't make a lot of sense to me.
Well, if you look over the Sphinx, you'll see that several of their Lair Actions (like planeshifting) are not meant to give them better action advantage but to evoke a certain theme/feel.

Similarly, Tunnel Scatter is meant to evoke a certain theme - sneaky shifty cowardly kobolds scampering away in dark tunnels - and to provide a mechanism to reduce the devastation caused by area effect spells on low hit point kobolds.

Same for Activate Trap. Of course a kobold could spend an action to do it, but by allowing them to use a reaction to trigger a trap it allows for lots more scenarios without needing the DM to think about Readying an Action. It evokes a certain theme - kobolds as insidious trap-users who know to wait for just the right moment to opportunistically spring their trap. While outside of their lair kobolds need to Ready an Action to do this, within their lair they are treated as always ready to spring traps.

Guerilla Tactics is evocative, yes, though I am concerned the extra attacks out of turn may be a bit much. You are correct that such extra attacks aren't necessary when dealing with multiple monsters vs. a solo monster. Some alternative ideas I have for this are...
  • to simply make it a Stealth ability (and take away the extra attacks).
  • to make it a combined attack ability, particularly a combined grapple & drag away into the tunnels.
  • to make it a thieving ability, where kobolds strip enemies of equipment and then use it against them.
 


Just found this thread. I really like the lair actions. I agree that they really add to the flavor of an encounter.

I see SilverfireSage's point of view about the lair actions, though. I wouldn't use them in every encounter, but in select encounters. Keep in mind that the OP did suggest adding to the CR of groups using the lair actions as well.
 

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