Two new kobolds

Nekowolf

First Post
Uhm, well first, hello. I'm new to DMing, and I'm running my first campaign ever. Planning its third session, currently, actually. Currently, I'm thinking it's going to be kobold-heavy, due to one of the Big Bad Bosses being a dracolich, and an agreement with a green dragon (who is actually an offspring of the dracolich) involving one of his favorite servants, a kobold named Cork, whom the Big Baddies turned into a lich. He'll be a recurring character, and slated right now for a big 3rd level fight; I designed Cork as a 3rd level lich, but I knocked down some of his lich powers (think of it like, his lichiness hasn't fully come around?).

Well anyway, I digress. I had this idea for two new kobolds, but since I'm new to actually making monsters, I was hoping for some suggestions or maybe advice. Here's the two kobolds I made. They are both use mounts, which is figured a bit into their stats. That's why they lack darkvision; the riding kobolds have darkvision but not the mounts themselves. That's also why their stealth is a little low for kobolds.

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Kobold Redwing
Called Redwings for the tradition of marking their drake mounts in the blood of fallen enemies.

Kobold Redwing --- Level 4 Skirmisher
Small natural humanoid (reptile) --- XP 175
Initiative +6 --- Senses Perception +1
HP 52; Bloodied 26
AC 18; Fortitude 16, Reflex 18, Will 16
Speed 4, fly 8 (hover)

m Spear (standard; at-will) ♦ Weapon
+9 vs. AC; 1d8 + 5 damage. and the target is marked until
the end of the kobold redwing's next turn.

M Flyby Attack (standard; at-will) ♦ Mount
The kobold's drake flies up to 8 squares and makes one
melee basic attack at any point during that movement.
The drake doesn’t provoke opportunity attacks when
moving away from the target of the attack.

M Skydive Joust (standard; encounter) ♦ Weapon, Mount
The kobold redwing flies high into the air. At the beginning
of its next turn, it makes a sudden and fast dive against a
target within half its fly speed, using that turn's standard
action.
+9 vs. Reflex; 2d6 + 7 damage, and target grants combat
advantage to ally kobolds adjacent to target until the end
of ally kobolds' turn.

Trap Sense
The kobold gains a +2 bonus to all defenses against traps.

Alignment Evil --- Languages Common, Draconic
Stealth +5, Thievery +7
Str 14 (+3) Dex 16 (+4) Wis 12 (+1)
Con 12 (+2) Int 9 (+0) Cha 10 (+1)
Equipment hide armor, spear

Kobold Redwing Tactics
Kobold Redwings like to fly out of reach of melee targets, flying around and swooping in at the back lines, often using flyby attack if there's an opening to get a quick jab at those in the front. If there is an enemy that is causing problems, they will use their skydive joust to help its allies take it down.

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Kobold Drakerider
Kobold Drakerider employ ground drakes as mounts, charging into battle, and going full assault.

Kobold Drakerider --- Level 4 Brute
Small natural humanoid (reptile) --- XP 175
Initiative +2 --- Senses Perception +1
HP 64; Bloodied 32
AC 16; Fortitude 18, Reflex 14, Will 16
Speed 8

m Scimitar (standard; at-will) ♦ Weapon
+9 vs. AC; 1d8 + 5 damage

Combat Advantage
The kobold drakerider deals an extra 1d6 damage on melee
and ranged attacks against any target it has combat
advantage against.

Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per
kobold ally adjacent to the target.

M Bloody Rage (standard; encounter; recharges when first
bloodied) ♦ Weapon
Kobold drakerider makes an attack, and if successful
deals an automatic critical hit, and ongoing damage.
+9 vs. Fortitude; 21 damage, and 5 ongoing
damage (save ends).

Alignment Evil --- Languages Common, Draconic
Stealth +5, Thievery +7
Str 16 (+4) Dex 13 (+2) Wis 10 (+1)
Con 14 (+3) Int 9 (+0) Cha 12 (+2)
Equipment chainmail, scimitar

Kobold Drakerider Tactics
Kobold Drakeriders like to charge into battle, plowing into the front lines. They will often break up into teams of two or three, each team striking at a particular target together. A kobold drakerider will usually use their bloody rage on a tough opponent to weaken it during the fight.

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I'm rather satisfied with the Kobold Redwings, because it really uses their mount, and if they get off, it's a rather easy conversion, since they're basically just toughed-up Skirmishers. But I'm not so sure about the Drakeriders. I would've liked to have at least one mount-necessary power, but I couldn't really think of one that I thought might be too much. So I just upped their speed.

But yeah, are they too strong, or maybe should be better at a different level, anything like that? I'd really appreciate some critique and advice from those more experienced than I am at doing this.
 

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It looks like you're still using DMG1 damage expressions- they have been updated and errata'd; the short version is, you should prolly add about 1/2 point per level to the damage.
 

Oops! I accidentally used PHB weapon damage! I was looking through weapon options, late at night, zoned out, yeah. I actually knew about the errata, cause I used it for the base of the other stats.

For the Kobold Redwing, spear damage would be 2d6 + 5, and Skydive Joust would be, uh... 2d8 + 6?

(5 + 1.25; -.25 (rounding down) = 5 + 1 = 6)

While damage for the Kobold Drakerider scimitar damage would be 2d8 + 6, and Bloody Rage would be, errr, 24 damage with 5 ongoing, right?

*Here's my math for that*
2d6 + 6
1d6 /2 = d3
d3 x2 = d6
3d6 + 6
= 24 max

Did I do that correctly?
 

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