Kobold

FINDING ONE’S PLACE
Kobold society is gregarious and built around the clan,
matriarchal lines of descent, male kings, and the crucial
importance of clutch-mates (those who hatched about
the same time, the closest things kobolds have to brothers
and sisters). Few kobolds become adventurers, and most
of those who do have either offended a kobold king (and
been exiled from the mines as punishment) or have lost
many or all of their clutch-mates (so they leave home to
grieve and to find new friends). In many cases, a kobold
“adopts” an adventuring party as new clutch-mates.
Kobolds are deeply enamored of their tools. Some
kobolds spend a great deal of effort improving them.
Mining picks, a mason’s hammer, jeweler’s loupe, and
even simple items like a kobold’s spear or dagger are all
named and cherished. At the same time, kobolds tend to
gnaw on tool handles, forget to oil blades, or even pry out
inlays or decorative gems (to polish or reshape
them) without first considering how they’ll
repair the damage. As a result,
most kobold items are
distinctive and unlikely to
be mistaken for anyone
else’s items. Some
believe this decorative
urge is an instinctual
defense against theft.
One category
of tool deserves
special note: traps.
Kobolds create
simple, deadly traps
and wildly impractical
ones as a hobby. Few
kobolds leave home
without string, springs,
simple latches, and
Zachary Orzech (order #8065264)
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other bits and pieces that can be quickly fashioned
into triggers for traps. Kobolds are the only race that
recognizes “trapsmith” as a profession.
Kobolds are closely allied with and related to
dragonkin, drakes, and dragons. The kobold kings (and
there are oh-so-many kobold kings, since no kobold
ruler is satisfied with being merely a chieftain) admire
dragons as the greatest sources of wisdom, power,
and proper behavior.
Kobold Traits
Your kobold character has certain characteristics
in common with all other kobolds.
Ability Score Increase. Your Dexterity score
increases by 2 and your Intelligence score
increases by 1.
Age. Kobolds reach maturity at age 10, and can live
to nearly 80.
Alignment. Kobolds are organized and tend toward
law, particularly those who practice a trade. Whether
they lean toward good or evil depends on their draconic
lineage.
Size. Kobolds stand between 3 and 4 feet tall, and
weigh around 40 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 cannot discern color in darkness, only
shades of gray.
Blindsider. You have advantage on your attack roll against
an enemy within 5 feet of you if you have an ally that’s
not incapacitated also within 5 feet of the target. You
can apply this bonus to one attack per round.
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 bright sunlight.
Tinkerer. You have proficiency with artisan’s tools of your
choice: alchemist’s supplies, mason’s tools, smith’s
tools, or tinker’s tools.
Languages. You can speak, read, and write Draconic and
Trade Tongue.

Kobold

World of Al'Dravin Zorzech