Kobold

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Moore, Roger E. (July 1982) Dragon #63, p.26

The kobolds’ major deity, Kurtulmak, is said to have given the kobold race life and taught them personally the important arts of living off other creatures (by theft, looting, pillaging, and the like).

Kurtulmak intended his race to live in the deep reaches of unfriendly forests and shallow caves because of their value as hideouts and shelters, and was enraged when his subjects were forced to compete with the gnomes, who wanted the same living space. Militarily, gnomes are considerably stronger, more organized, and thereby better off than kobolds, and most battles between members of the two races result in defeat for the kobolds. Only their preference for hit-and-run assaults and their relatively high rate of reproduction give kobolds even a reasonable chance to avoid eventual extinction.

As with the other humanoid races, kobolds are prone to pick on creatures smaller than themselves, and seem to take crude delight in inflicting pain and misery upon their captives. Though they generally are aware (and resentful) of their physical disadvantages when compared to the larger humanoids, humans, and demi-humans, they are also very respectful of authority and will do as they are ordered if ruled by an obviously more powerful (and lawful evil) creature or being. However, kobolds automatically dislike anyone much larger than themselves on the basis of size alone, and though they will carry out their leader’s will in such cases, they will likely also seek to pervert the intent of their orders in some minor ways to show their resentment.

Kobold religion is centered around the tenets of survival, safety in numbers, destruction of all other (larger) races through attrition, and obedience. Kurtulmak is supposedly served by a variety of minor demigods, the deified heroes (chieftains or priests) of their race.

A kobold “hero” does not necessarily have the courage and fighting ability that one normally associates with the one so called; kobold “heroes” are renowned for their skill at “indirect combat” (such skills as attacking the defenseless, ambushing, trap-setting, and torturing). Though they try to disavow the image, a few kobold heroes appear more like master scavengers than fighters. Heroes usually avoid personal combat unless backed up (supported) by “regular” kobolds, and tend whenever possible to assume roles of leadership from the rear and command from afar:

Pantheon

Kurtulmak

Deities & Demigods Cyclopedia

Lesser god
Armor Class
0
Move
12″
Hit Points
219
No. of Attacks
2
Damage/Attack
2–24/1–6
Special Attacks
Poison
Special Defenses
Fear aura, +2 or better weapon to hit
Magic Resistance
55%
Size
M (5½′ tall)
Alignment
Lawful evil
Worshiper’s Align
Lawful evil (kobolds)
Symbol
Skull (gnomish)
Plane
Nine Hells
Cleric/Druid
10th level cleric
Fighter
As 16+ HD monster
Magic-User/Illusionist
Nil
Thief/Assassin
12th level assassin
Monk/Bard
Nil
Psionic Ability
VI
S
22 (+4,+10)
D
19
C
19
I
19
W
9
Ch
19

Kurtulmak appears as a giant kobold (5½′ tall) with scales of steel and a tail with a poisonous stinger. He hates all life but kobolds, and is said to have taught the first kobolds the important arts of mining, ambushing and looting.

Kurtulmak can smell gnomes up to a mile away, the scent of which drives him into a killing frenzy. He exudes a fear aura, and all enemies who come within 10′ of him must save vs. spells or flee in panic (gnomes save at −4). He wields a +4 spear that strikes for 2–24 points of damage. He can also attack with his tail, which stings for 1–6 points plus poison (save or die).

Kobold shamans always wear orange robes with a white death’s-head sigil on the chest. They can rise up to the 5th level of clerical ability.

Dakarnok

Moore, Roger E. (July 1982) Dragon #63

Kobold Demigod
Armor Class
4
Move
9″
Hit Points
65
No. of Attacks
1
Damage/Attack
3–9 (+2)
Special Attacks
Nil
Special Defenses
+1 or better weapon to hit; 95% hide in shadows
Magic Resistance
15%
Size
S (3½′ tall)
Alignment
Lawful evil
Worshiper’s Align
Lawful evil (kobolds), in particular raiders and bandits
Symbol
Black spiked club over broken skull
Plane
Nine Hells
Cleric/Druid
5th level cleric
Fighter
As 10 HD monster
Magic-User/Illusionist
Nil
Thief/Assassin
6th level assassin
Monk/Bard
Nil
Psionic Ability
Nil
S
18 (+1,+2)
D
17
C
18
I
16
W
10
Ch
8 (18 to kobolds)

The chief kobold deity is Kurtulmak (see the Deities & Demigods Cyclopedia), who lives in the twisted spectral forests and caves of his home in the Nine Hells. His chief servants are the deified heroes of the kobold folk, who best demonstrated the most revered qualities of their people when they were alive. The heroes that become demigod helpers of Kurtulmak upon their deaths are those who also caused the greatest destruction and havoc among demi-humans and humans (especially gnomes), and increased the wealth and might of their home gens. There are a number of these minor deities, none of them of exceptional power compared to most deities, and it would appear that they are continually engaged in power conflicts with one another in their drive to become Kurtulmak’s most favored aide. Typical of these lesser demi-godlings is the hero Dakarnok.

In life, Dakarnok was a shaman/chieftain who conquered all the other kobold gens near his own tribe, and then moved against human and gnome settlements scattered along his frontier. He enjoyed considerable military success against the poorly organized opposition, and specialized in fast, light raids against the smaller villages, driving the populace toward the distant major cities.

It is said that Dakarnok gained god-hood through the use of certain magical devices; whatever the means, upon his death his people continued to revere him, and shamans found they were able to cast spells after prayer and ceremony dedicated to his memory. His worship has spread, though not evenly, to a number of other gens, since his people scattered when his home gen-empire was conquered after his death by more powerful human, dwarven, and gnome armies.

Shamans of Dakarnok may be found in kobold gens also having shamans or witch doctors devoted to Kurtulmak; the clerical level of Dakarnok’s priests will never equal or exceed that of Kurtulmak’s shamans, and the former are generally subservient to the latter.

Dakarnok’s shamans frequently lead raiding parties, and gain respect and more followers after especially successful (or lucky) acts of thievery, looting, and destruction. These shamans are typically armed with a black, spiked club (2–7 points damage, treat otherwise as a normal club) that doubles as their holy symbol. These shamans are quite aggressive in the spread of their form of religion, and though they accept Kurtulmak’s clerics as their superiors, they have been known to attack the shamans and witch doctors of other kobold demi-godlings on sight.

Dakarnok is usually depicted as an unusually muscular kobold with silver-black scales and tiny red eyes. He uses (two-handed) a +1 spiked club made of dark oak. His shamans cannot attain higher than 3rd level in clerical ability. The particulars of his worship are the same as for Kurtulmak, save that there is no holy animal and the holy color in his worship is black.

Gaknulak

Monster Mythology

Kuraulyek

Monster Mythology

Tucker’s Kobolds

Moore, Roger E. (November 1987) Dragon #127, p.28

This month’s editorial is about Tucker’s kobolds. We get letters on occasion asking for advice on creating high-level AD&D® game adventures, and Tucker’s kobolds seem to fit the bill.

Many high-level characters have little to do because they’re not challenged. They yawn at tarrasques and must be forcibly kept awake when a lich appears. The DMs involved don’t know what to do, so they stop dealing with the problem and the characters go into Character Limbo. Getting to high level is hard, but doing anything once you get there is worse.

One of the key problems in adventure design lies in creating opponents who can challenge powerful characters. Singular monsters like tarrasques and liches are easy to gang up on; the party can concentrate its firepower on the target until the target falls down dead and wiggles its little feet in the air.

Designing monsters more powerful than a tarrasque is self-defeating; if the group kills your super-monster, what will you do next—send in its mother? That didn’t work on Beowulf, and it probably won’t work here.

Worse yet, singular super-monsters rarely have to think. They just use their trusty, predictable claw/claw/bite. This shouldn’t be the measure of a campaign. These games fall apart because there’s no challenge to them, no mental stimulation—no danger.

In all the games that I’ve seen, the worst, most horrible, most awful-beyond-comparison opponents ever seen were often weaker than the characters who fought them. They were simply well-armed and intelligent beings who were played by the DM to be utterly ruthless and clever. Tucker’s kobolds were like that.

Tucker ran an incredibly dangerous dungeon in the days I was stationed at Ft. Bragg, N.C. This dungeon had corridors that changed all of your donkeys into huge flaming demons or dropped the whole party into acid baths, but the demons were wienies compared to the kobolds on Level One. These kobolds were just regular kobolds, with 1–4 hp and all that, but they were mean. When I say they were mean, I mean they were bad, Jim. They graduated magna cum laude from the Sauron Institute for the Criminally Vicious.

When I joined the gaming group, some of the PCs had already met Tucker’s kobolds, and they were not eager to repeat the experience. The party leader went over the penciled map of the dungeon and tried to find ways to avoid the little critters, but it was not possible. The group resigned itself to making a run for it through Level One to get to the elevators, where we could go down to Level Ten and fight “okay” monsters like huge flaming demons.

It didn’t work. The kobolds caught us about 60 feet into the dungeon and locked the door behind us and barred it. Then they set the corridor on fire, while we were still in it.

“NOOOOOO!!!” screamed the party leader. “It’s THEM! Run!!!”

Thus encouraged, our party scrambled down a side passage, only to be ambushed by more kobolds firing with light crossbows through murder holes in the walls and ceilings. Kobolds with metal armor and shields flung Molotov cocktails at us from the other sides of huge piles of flaming debris, which other kobolds pushed ahead of their formation using long metal poles like broomsticks. There was no mistake about it. These kobolds were bad.

We turned to our group leader for advice.

“AAAAAAGH!!!” he cried, hands clasped over his face to shut out the tactical situation.

We abandoned most of our carried items and donkeys to speed our flight toward the elevators, but we were cut off by kobold snipers who could split-move and fire, ducking back behind stones and corners after launching steel-tipped bolts and arrows, javelins, hand axes, and more flaming oil bottles. We ran into an unexplored section of Level One, taking damage all the time. It was then we discovered that these kobolds had honeycombed the first level with small tunnels to speed their movements. Kobold commandos were everywhere. All of our hirelings died. Most of our henchmen followed. We were next.

I recall we had a 12th-level magic-user with us, and we asked him to throw a spell or something. “Blast ’em!” we yelled as we ran. “Fireball ’em! Get those little @#+$%*&!!”

“What, in these narrow corridors?” he yelled back. “You want I should burn us all up instead of them?”

Our panicked flight suddenly took us to a dead-end corridor, where a giant airshaft dropped straight down into unspeakable darkness, far past Level Ten. Here we hastily pounded spikes into the floors and walls, flung ropes over the ledge, and climbed straight down into that unspeakable darkness, because anything we met down there was sure to be better than those kobolds.

We escaped, met some huge flaming demons on Level Ten, and even managed to kill one after about an hour of combat and the lives of half the group. We felt pretty good—but the group leader could not be cheered up.

“We still have to go out the way we came in,” he said as he gloomily prepared to divide up the treasure.

Tucker’s kobolds were the worst things we could imagine. They ate all our donkeys and took our treasure and did everything they could to make us miserable, but they had style and brains and tenacity and courage. We respected them and loved them, sort of, because they were never boring.

If kobolds could do this to a group of PCs from 6th to 12th level, picture what a few ores and some low-level NPCs could do to a 12th—16th level group, or a gang of mid-level NPCs and monsters to groups of up to 20th level. Then give it a try. Sometimes, it’s the little things—used well—that count.

Of Traps and Perfection

Races of the Dragon Web Enhancement #1 by Kolja Raven Liquette and Jason H. Haley

Kobold traps, originally scheduled to appear in Races of the Dragon, to help stock your kobold infested (or infused) dungeons. The kobold paragon is a new racial paragon class option, designed to make the most out of playing a character strictly kobold in nature. See Unearthed Arcana, p.32, for more information on racial paragons.

“In most D&D campaigns, the ideas of class and race are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character’s race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways their race is vulnerable. Beyond that, they possess powers and capabilities that supersede those of normal members of their race. While any elf might rise in power, prestige, and (in D&D terms) level, most do so by gaining levels in the character classes described in the Player’s Handbook—only a few are so much in tune with their heritage and racial abilities that they become racial paragons.”

Kobold Traps (CR 1–10)

Trapmaking is an obsession for kobolds, who regard their racial craft as an art form. Kobolds realized long ago that for every trap installed around their lair, another kobold life is spared… or more importantly, kept out of melee combat. Consequently, a dedicated and proven trapsmith is the closest equivalent that kobolds come to a celebrity in their society. For this reason, all kobolds aspire to protect their homes with especially devious traps, wanting to be respected as a trapsmith on some level. It is not uncommon to find entire kobold communities participating in the construction of a particularly complicated trap (not unlike a barn raising). Protecting the tribal lair from invaders, and gnomes in particular, is the highest priority of kobold lairs.

Below are ten kobold traps, one for each Challenge Rating from 1 to 10. Most of these traps still have default Search saves, Disable Device saves, Reflex saves, attack bonuses, and damage bonuses (except for the bated fusillade trap). Raising or lowering these values is left for individual trapmakers to modify as they see fit (see the rules for "Designing a Trap" on page 74 of the Dungeon Master’s Guide ).

Two of the mechanical traps (below) incorporate a new miscellaneous feature developed by kobold trapsmiths: tracking.

Tracking: Traps with this feature adjust to follow a target that activates their trigger and continues to apply its effect. Such traps usually incorporate the automatic reset type. Traps with the multiple target feature adjust to follow the target area that their trigger indicates is the most occupied. Equally occupied target areas are chosen at random. This feature adds a +1 CR modifier to mechanical traps.

CR 1: Choke Point Trap

Kobolds strategically design choke points traps into the tunnels of their lairs to slow down pursuers and trap would-be invaders in dead-end rooms (where other traps are usually located). If you have 5 or more ranks of Knowledge (architecture and engineering) you gain a +2 bonus on Disable Device and Search checks with regards to this trap.

Choke Point Trap: CR 1 mechanical; location trigger; automatic reset; Escape Artist DC 15 (see note); Search DC 20; Disable Device DC 20. Market Price: 1,500 gp.

Note: 5 ft. of tunnel is narrow and low† for Medium creatures (2½ ft. high by 2½ ft. wide) but narrow† for kobolds. Reverse direction is an awkward space† for Medium creatures (Escape Artist DC 15) but narrow and low† for kobolds.

Dungeon Master’s Guide II, p.55.

CR 2: Automatic Phalanx

Kobolds design automatic phalanxes into the floors and walls of their lairs, set to activate when a creature of 50 pounds of more passes over the trigger area. Kobolds will flee from an invading enemy and lure them towards these traps. Magical versions of this trap might be proximity activated, using a detect good spell to sense targets.

Automatic Phalanx: CR 2; mechanical; location trigger; automatic reset; Atk +10 melee (1d8/x3, 1d4 spears); Search DC 20; Disable Device DC 20. Market Price: 3,000 gp.

Note: Charging or running over location trigger doubles damage.

CR 3: Topsy-Turvy Bridge

Kobolds will sometimes construct a few stable rope bridges over existing chasms, hoping to foster a false sense of security, and then one topsy-turvy bridge when least expected. These 5-feet wide bridges flip over when a creature of 50 pounds of more passes over the trigger area.

Topsy-Turvy Bridge: CR 3; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 40-ft. deep (4d6, fall); multiple targets (all targets within 10 ft. of target); Search DC 20; Disable Device DC 20. Market Price: 4,500 gp.

Note: Trap activates on the middle 5-ft. square of bridge.

CR 4: High and Low Trap

The high and low trap is a perfect example of how kobolds try to induce panic in their targets. When a trap deals damage on two fronts simultaneously, most targets cannot think calmly enough to weigh their options, and run blindly from both dangers instead. High and low traps are excellent tools for corralling adventurers in particular directions.

High and Low Trap: CR 4; mechanical; automatic reset; proximity trigger; multiple traps (arrow fusillade and fixed caltrops); arrow fusillade (Atk +10 ranged [1d6/x3, shortbow arrow]; tracking; multiple targets [1d4 arrows at each target in a 10-ft.-by-10-ft. area]; Search 20; Disable Device DC 20), fixed caltrops (special bypass [half Speed]; multiple targets [1 caltrop attack per 5-ft square]; Search 20; Disable Device 20). Market Price: 10,500 gp.

Note: Using Dexterity to avoid arrow fusillade prompts caltrop attack.

CR 5: Trap Door Locust Swarm

Nothing pleases a kobold more than putting insects into a trap from which the target cannot easily escape. For the purposes of this trap, locust swarm is considered a 3rd-level spell, based on the 2nd-level summon swarm spell, but summons a locust swarm* instead. As an upgrade, a centipede swarm would be considered a 4th-level spell.

  • See page 239 of the Monster Manual.

Trap Door Locust Swarm: CR 5; mechanical and magical device; location trigger; automatic reset; multiple traps (trap door and locust swarm ); trap door (DC 20 Reflex save avoids; 20-ft. deep [2d6, fall]; Search DC 20; Disable Device DC 20), spell effect ( locust swarm , 6th level sorcerer; Search DC 28; Disable Device DC 28). Market Price/Cost: 12,000 gp, 720 XP.

Note: This trap is really a CR 2 pit trap and a CR 4 locust swarm trap. These effects are dependant on each other. The trap door swings shut after being triggered, creating natural darkness. The locust swarm lasts until defeated or the spell effect is disabled.

CR 6: Hold Person Hidden Catapult

A favorite among kobolds, hold person hidden catapults are sometimes attended by nearby kobolds hoping to watch hapless adventurers spring this trap. More dramatic versions of this trap are constructed for multiple targets. They activate when a creature of 50 pounds of more passes over the trigger area.

Hold Person Hidden Catapult: CR 6; magical and mechanical device; location trigger; automatic reset; multiple traps ( hold person and hidden catapult); spell effect ( hold person , 3rd level cleric, DC 13 Will save negates; Search DC 27; Disable Device DC 27), hidden catapult (DC 20 Reflex save avoids; target hurled 50-ft against stone wall [5d6, bludgeoning] and 50-ft. high [5d6, fall]; Search DC 20; Disable Device DC 20); Market Price/Cost: 10,500 gp, 240 XP.

Note: This trap is really a CR 3 hold person trap and a CR 5 hidden catapult trap. These effects are complimentary to each other. Targets automatically fail the Reflex save if the Will save was failed. Subtract 1d6 from bludgeoning damage and 10-ft. from fall damage for every extra 200 lbs. of target weight above 200 lbs..

CR 7: Collapsing Edge Mining Shaft

Collapsing edges are installed overlooking chasms, pits, and precipices. A collapsing edge above flowing lava is always popular. Despite needing regular maintenance, collapsing edges are unsuspicious enough to be routinely successful. They are designed to activate when creatures of 50 pounds of more pass over the trigger area.

Collapsing Edge Mining Shaft (15 ft. × 15 ft.): CR 7; mechanical; location trigger; repair reset; multiple traps (two collapsing edge traps); DC 20 Reflex save avoids; 60-ft. deep (6d6, fall); sharp rocks (Atk +10 melee, 1d4 sharp rocks per target for 1d4+6 each); multiple targets (first target in each of three adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 8,000 gp.

Note: This trap is really two CR 5 collapsing edge traps that use the same mining shaft. There is one collapsing edge trap on the far and near side of the mining shaft. Standing on either edge of the shaft activates the trap. Characters who perform a running Jump across the mining shaft automatically fail their Reflex save if they leap from either edge.

CR 8: Blown Away Trap

A work of art like the blown away trap is usually reserved for safeguarding the most coveted locations in a kobold lair, like a temple of Kurtulmak where valuable magical treasures are hidden. The attack and damage values of the floor spikes will almost certainly be upgraded.

Blown Away Trap: CR 8; mechanical and magical devices; automatic reset; proximity trigger (alarm ); multiple traps (mass reduce person, gust of wind, and extending floor spikes); spell effect (mass reduce person, 8th level sorcerer, DC 16 Fortitude negates; multiple targets [up to 8 humanoid targets]; Search DC 29; Disable Device DC 29), spell effect (gust of wind, 4th level sorcerer, DC 13, Fortitude negates; Tiny targets blown back 1d4 × 10 feet, 1d4 non-lethal damage per 10 feet; multiple targets [12 squares in a line]; Search DC 27; Disable Device DC 27), extending floor spikes (multiple targets [all targets blown prone in 60 ft. line]; Atk +10 melee, 1d4 spikes per target for 1d4 each; Search 20; Disable Device 20). Cost/Market Price: 27,500 gp, 1,600 XP.

Note: This trap is really a CR 5 mass reduce person trap, a CR 3 gust of wind trap, and a CR 6 extending floor spikes trap. These effects are dependent on each other. Medium targets reduced to Small size are knocked prone by gust of wind onto extending floor spikes. Small targets (gnomes in particular) reduced to Tiny size are knocked prone onto extending floor spikes and blown 1d4 × 10 feet back, taking additional floor spike damage per 5 feet. The gust of wind continues blowing until there are no targets in the trigger area, at which point the trap resets. The blown away trap works best in narrow hallways.

CR 9: Pinning Water Cage

Pinning water cages are one of the most callous kobold traps. They waste no time with onset delay features, quickly immobilizing targets underwater. These cages are usually incorporated into subterranean rivers that kobold mining crews redirect from underground springs, making them deep enough to fully submerge the cage.

Pinning Water Cage: CR 9; mechanical device; proximity trigger; manual reset; metal cage (Atk +10 melee touch), cage spears (Atk +10 melee, 1d8/x3, spears); multiple targets (1d4 spears at each target within a 10-ft.-by-10-ft. area; targets damaged by spears are pinned inside cage and must make a Strength check against DC 10 + 2 per additional damage-dealing spear to break free); liquid; Search DC 20; Disable Device DC 20. Market Price: 36,000 gp.

Note: In addition to being pinned, targets must break through cage bars to escape. A DC 24 Strength check is needed to bend iron bars.

CR 10: Bated Fusillade Trap

The bated trap (in this case a fusillade) is a guilty pleasure among kobold trapsmiths who enjoy outsmarting rogues rather than simply killing them. Bated traps were designed by trapmakers more accustomed to dealing with intelligent prey. Generally speaking, the poison is the most lethal part of such traps.

Bated Fusillade Trap: CR 10; mechanical; touch trigger/proximity trigger (disabling activates proximity trigger); automatic reset; Atk +10 ranged (1d8/19-20, light crossbow bolt); tracking; multiple targets (1d4 bolts at each target in a 10-ft.-by-10-ft. area); poison (deathblade poison, DC 20, Fortitude save resists, 1d6 Con/2d6 Con); Search 10/30; Disable Device DC 20. Market Price: 76,000 gp.

Note: A Search check (DC 10) finds the trap. A successful Disable Device check triggers the trap. A Search check (DC 30) of the trap reveals its true nature which can then be disabled.

Bonus Kobold Trap

Races of the Dragon introduced a new kobold-created alchemical device called a ditherbomb, which is made in three intensities; weak, strong, and wyrm. Adding ditherbombs to a trap increases the CR modifier by +1, +2, and +3 respectively.

Kobolds know how to manipulate gnomish curiosity with ditherbomb disguises, juxtaposing valuable items with worthless junk, in this instance a well-polished sword in the hands of a skeleton. Removing the weapon causes a ditherbomb to dislodge from the ribcage and detonate. Kobolds often invest in making these traps harder to find.

Ditherbomb Disguise: CR 1/2/3 mechanical; touch trigger; no reset; alchemical device (weak/strong/wyrm ditherbomb, 1d6/1d4 × 1d6/1d6 × 1d8, DC 10/12/15 Reflex half damage); multiple targets (all targets within a 5 ft./10 ft./15 ft. radius); Search DC 20; Disable Device DC 20. Market Price: 600 gp/1,300 gp/2,500 gp.

Note: Removing the well-polished sword from skeleton activates trap.

Kobold Paragon

Kobolds are reptilian humanoids that embrace hard work as the inescapable standard of their daily lives. They exist to facilitate the mining operations that inevitably sustain their lair without devoting a thought to personal ambition or desire. Workers that challenge this time-honored fate rebel by excelling in all aspects of kobold life rather than simply specializing in one profession. These are the kobold paragons of a tribe, willfully motivated athletes of productivity.

Adventures: Kobold paragons are not unlike dragons in their pursuit of treasure. Kobold paragons are a little more discerning, however, in that they value singular items of power more than hordes of gold. They will even travel farther away from their lair than most other kobolds, seeking magical jewelry above all else. As natural sorcerers, kobold paragons are more than equipped to handle monstrous encounters, shoring up their physical weaknesses with arcane might.

Characteristics: Kobold paragons are equal part creative intuition and strategic warrior. When kobold paragons spearhead a plan, they do so with remarkable forethought, whether designing a trap, laying out a mine, or looking for the weaknesses of a hated opponent. When there is no time to prepare for a fight, kobold paragons will maneuver themselves into a narrow space and unleash their ferocity on larger opponents without backing down.

Alignment: Kobold paragons constantly wrestle with their tribal instincts of loyalty in order to more clearly make decisions as individuals (a concept largely foreign to kobold culture). As such, while kobolds are normally lawful evil, kobold paragons are not bound by this cultural disposition. Still, despite their best efforts at morality, even good-aligned kobold paragons cannot stop themselves from devising painfully sadistic traps in their spare time.

Religion: Kobold paragons generally rationalize their actions in the name of Kurtulmak, who suffered greatly at the hands of Garl Glittergold, or embrace Io, who follows a more open-minded and less racially charged path. With Kurtulmak, kobold paragons are polarized against every other race. With Io, kobolds seek objectivity as an ideal, allowing them to socialize more with other races. A kobold paragon can also express their piety through devoted service to their lair.

Background: A kobold paragon attains their position by excelling in every field of kobold expertise. Where most lair-bound kobolds are directed into one profession, kobold paragons must become equally skilled at sorcery, trapfinding, and trapmaking. This kind of behavior is usually discouraged, as tribal leaders prefer the kobolds of their lair to be obedient, specialized workers. A kobold paragon must therefore work four times as hard to attain their distinction.

Races: Kobolds despise gnomes, distrust dwarves and fey, and generally hold every other race in contempt. Kobold paragons are different in that they can suspend their racial antipathy to gather information about enemies, rather than automatically attacking their foes. Feeling isolated in the world, kobolds are outwardly defensive towards other creatures. These feelings can diminish as kobold paragons spend more time with other humanoids.

Other Classes: Kobold paragons relate to rogues and sorcerers more readily than any other classes, as they share the most in common with their trapmaking and spellcasting abilities. Kobold paragons tend to be more alert and productive around clerics, being accustomed to such figures in positions of authority. Kobold paragons regard the melee classes with due respect because they usually lack the strength to become effective fighters.

Game Rule Information

Kobold paragons have the following game statistics.

Abilities: Charisma determines the effectiveness of a kobold paragon’s spellcasting ability and is useful when attempting deceptions and collecting information. Dexterity is always an asset to kobold paragons, increasing their accuracy when making ranged attacks and aiding them in melee combat (after taking the Weapon Finesse feat). Constitution makes kobold paragons better able to withstand the physical dangers of adventuring.

Alignment: Any, although predominantly lawful and evil.

Hit Die: d6.

Class Skills

The kobold paragon’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Swim (Str). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) × 4.

Skill Points at Each Additional Hit Dice: 4 + Int modifier.

  BAB Fort Ref Will Special Spells per Day
1st +0 +0 +2 +2 Manual expertise, tunnel defense
2nd +1 +0 +3 +3 Improved darkvision (+30 ft.), no light sensitivity +1 level of sorcerer
3rd +2 +1 +3 +3 Ability boost (Cha +2) +1 level of sorcerer

Class Features

The following are class features of the kobold paragon class.

Weapon and Armor Proficiency: The kobold paragon is proficient with all simple weapons, plus the heavy pick and light pick. Kobold paragons are also proficient with light armor. Kobold paragons treat the dire pick (1) as a martial weapon that can be wielded two-handed as a simple weapon and may treat greatpicks (see Playing to Their Strengths) as martial weapons, rather than exotic weapons.

Spells per Day: At 2nd and 3rd-level, a kobold paragon gains new spells per day and spells known as if the character had also gained a level in sorcerer. The kobold paragon does not, however, gain any other benefit a character of that class would have gained (familiar abilities, and so on). This essentially means that the character adds the level of kobold paragon to their level in sorcerer, then determines spells per day, spells known, and caster level accordingly.

If a kobold paragon has no levels in sorcerer, this class feature has no effect.

Manual Expertise (Ex): A kobold paragon may add their class level as a racial bonus on Craft (trapmaking), Profession (mining), and Search checks.

Tunnel Defense (Ex): At 1st level, a kobold paragon uses confined spaces to their advantage in melee combat. A kobold paragon is treated as a Medium opponent when using or resisting any special attack (for example, bull rush, disarm, grapple) but only when fighting in a location no wider than their combat space (5-ft. wide). In addition, a kobold paragon retains their Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker in these confined conditions.

If a kobold paragon has uncanny dodge from a different class, the character automatically gains the benefits of improved uncanny dodge, but only when fighting in confined conditions (as above).

Improved Darkvision (Ex): At 2nd level, a kobold paragon’s darkvision range increases by 30 feet.

No Light Sensitivity: At 2nd level, a kobold paragon loses their race’s light sensitivity.

Ability Boost (Ex): At 3rd level, a kobold paragon’s Charisma score increases by 2 points.

Playing to Their Strengths

Races of the Dragon Web Enhancement #2 by Kolja Raven Liquette

In this enhancement, we look to expand on the kobolds’ repertoire, including variant racial traits along with new weapons, rituals, and feats!

One of the most important factors when creating additional material for kobolds is that the charm of these reptilian humanoids is not their physical power, but their unmistakable lack of it. Kobolds should be in no danger of losing the weaknesses that define their race; rather than shoring up their infirmities, however, what we can do is play to their strengths.

Where they come up short: In a game where NPC Challenge Ratings are calculated at class level −1, NPC Challenge Ratings for kobolds are calculated at class level −3. Looking at the math, it’s easy to assume that PC kobolds are underpowered as well. With a total Strength and Constitution penalty of −6 against a Dexterity bonus of +2, perceived game imbalances are readily pointed out. While kobolds enjoy a +1 natural armor bonus, that really only offsets 2 points worth of ability score penalties, leaving a −2 deficit. Maneuverability plays a big role in combat, wherein kobolds are faster than most other creatures their size (having a speed of 30 feet), but they also suffer from light sensitivity, knocking them down again.

Why coming up short is a good thing … for kobolds: For some reason, people almost willfully take up the role of kobolds despite their weaknesses, citing that the challenge of playing a physically weak race can be more rewarding than a powerhouse character. Time and again, these PC kobolds not only defy their shortcomings, but rise above them, enduring in memory and level long after most characters have been forgotten (or destroyed). It’s hard not to root for the underdog, whether playing or watching one, as people are naturally moved by an unlikely hero railing against dismaying odds … especially when the odds should be too daunting for them to overcome. The moment kobolds lose the qualities that make their life expectancy dubious at best is the moment we stop fighting for their survival.

Races of the Dragon introduced Craft (trapmaking) as a class skill for all kobolds. While this really only impacted NPCs and prestige class levels, it does help define the outlook of all kobolds. Below are some variant racial traits, followed by additional game material for any campaign setting. This material was designed to shore up the plight of kobolds, but without exceeding their Level Adjustment of +0 (or perhaps simply attain that rating).

Variant Kobold Racial Traits

  • Natural Weapons: Kobolds have two primary claw attacks that deal 1d3 points of slashing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of piercing damage plus ½ Strength bonus. Despite possibly being the weakest reptilian humanoid, kobolds retain a connection to their feral nature.
  • Weapon Proficiency: Kobolds receive the Martial Weapon Proficiency feats for the heavy pick and light pick as bonus feats. Kobolds are born and bred miners, regardless of their actual profession, allowing them to easily wield these weapons.
  • Weapon Familiarity: Kobolds may treat greatpicks (see below) as martial weapons, rather than exotic weapons.

Kobold Weapons

Leave it to kobolds to get the most from any weapon. If there’s a slight advantage to be gained from a tool, whether mining or attacking from great distances, kobolds will exploit that improvement.

Exotic Weapons Cost Dmg (S) Dmg (M) Crit. Range Weight† Type
Two-Handed Weapons
Greatpick 15 gp 1d8 1d10 x4 15 lb. Piercing
Ranged Weapons
Double crossbow, hand 200 gp 1d3 1d4 19+/×2 30 ft. 3 lb. Piercing
Double crossbow, light 70 gp 1d6 1d8 19+/×2 80 ft. 6 lb. Piercing
Double crossbow, heavy 100 gp 1d8 1d10 19+/×2 120 ft. 12 lb. Piercing
Bolts (10) 1 gp   1 lb.

† Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

Weapon Qualities

These weapons require the Exotic Weapon Proficiency to wield without taking a −4 penalty on attack rolls, but taking Exotic Weapon Proficiency (double crossbow) makes a character proficient in the use of all double crossbows. The penalty for wielding a hand crossbow without proficiency is cumulative with the penalty for wielding a double crossbow without proficiency.

Weapon Descriptions

Double Crossbow, Hand: A hand double crossbow functions like a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each hand crossbow takes a move action that provokes an attack of opportunity. It takes a full-round action to load both hand crossbows.

A character can fire one of the two crossbows as an exotic weapon (hand crossbow) with a standard action, or both crossbows as an exotic weapon (hand crossbow) with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a −2 penalty.

You can shoot a hand double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons (see Table 8-10: Two Weapon Fighting Penalties, page 160 of the Player’s Handbook). This penalty is cumulative with the penalty for one-handed firing.

Double Crossbow, Heavy: A heavy double crossbow functions like a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each heavy crossbow takes a full-round action that provokes an attack of opportunity. It takes two full-round actions to load both heavy crossbows.

A character can fire one of the two crossbows as a simple weapon with a standard action, or both crossbows as a simple weapon with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a −2 penalty.

A heavy double crossbow can be fired with one hand, but with a −6 penalty. You can shoot a heavy double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons (see Table 8-10: Two Weapon Fighting Penalties, page 160 of the Player’s Handbook). This penalty is cumulative with the penalty for one-handed firing.

Double Crossbow, Light: A light double crossbow functions like a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each light crossbow takes a move action that provokes an attack of opportunity. It takes a full-round action to load both light crossbows.

A character can fire one of the two crossbows as a simple weapon with a standard action, or both crossbows as a simple weapon with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a −2 penalty.

A light double crossbow can be fired with one hand, but with a −4 penalty. You can shoot a light double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons (see Table 8-10: Two Weapon Fighting Penalties, page 160 of the Player’s Handbook). This penalty is cumulative with the penalty for one-handed firing.

Greatpick: A greatpick is an extension of the heavy and light pick designs, but considerably heavier and larger, concentrating twice as much force onto a small area with a two-handed heft.

Kobold Religion

In the same way that every core race has a self-named domain from which to choose (see Appendix of the Spell Compendium), so now do kobolds.

Kobold Domain

Deities: Kurtulmak.

Granted Power: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. You can use the Disable Device skill to disarm magic traps. A cleric with the Kobold domain who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it.

Add Disable Device and Search to your list of cleric class skills.

Kobold Domain Spells

Lev. Spell Notes
1 Create Trap Creates a CR 1 trap.
2 Gnome Blight Cloud of itchy debilitating pollen sickens living creatures.
3 Fire Trap (M) Opened object deals 1d4 damage +1/level.
4 Stone Sphere 5-ft. diameter stone sphere rolls over your enemies.
5 Transmute Rock to Mud Transforms two 10-ft. cubes per level.
6 Contingency (F) Sets trigger condition for another spell.
7 Ironguard (F)‡ Subject becomes immune to all metal.
8 Maze Traps subject in extradimensional maze.
9 Transmute Rock to Lava Transforms one 10-ft. cube with subsequent fire damage and effects.
Races of the Dragon
Spell Compendium

Kobold Ritual

The Draconic Rite of Passage (see page 43 of Races of the Dragon) is a ritual that grants any kobold who completes the rite a 1st-level sorcerer spell-like ability of their choice, usable once per day. To recharge this ability, a kobold must complete the Searching for the Dragon meditation each day, which equates to same amount of time a sorcerer must spend concentrating to replenish their spells. The following ritual (and associated feat) are extensions of the Draconic Rite of Passage.

Greater Draconic Rite of Passage

The Greater Draconic Rite of Passage is a powerful ritual handed down from dragons to kobolds as a reward for their undying loyalty. In the same way that chromatic and metallic dragons gain integrated levels of sorcerer spellcasting as they age, this ritual allows kobolds to awaken a small amount of their own arcane might.

Prerequisites: Only kobolds of 6 Hit Dice or more, sorcerer level 1st, who have successfully completed the Draconic Rite of Passage, and taken Draconic Reservoir can undergo the Greater Draconic Rite of Passage. A kobold requires no one else to perform the rite; it is a solitary activity.

Benefit: Upon completing this rite, a kobold gains new spells per day and an increase in caster level (and spells known) as if also gaining one level in the sorcerer class. The kobold does not, however, gain any other benefit a sorcerer would have gained (familiar abilities, and so on).

The benefit of this ritual is automatically factored into the 15 minutes that a kobold sorcerer spends concentrating to ready their daily allotment of spells. No kobold can benefit from this rite more than once.

Time: A kobold who undergoes this rite must first endure nine days of fasting (the equivalent of three days for a kobold in a region above 40 degrees F). Immediately thereafter, the kobold must succeed on a DC 20 Concentration check to enter a deep trance that lasts for 24 hours. If the check fails, the rite must begin a new.

Cost: This rite requires sacrificing a gem of at least 1,000 gp in value. The kobold also permanently loses 3 hit points upon completion of the rite, the price of unlocking latent draconic energy within their soul.

Kobold Feat

This feat lets kobolds increase the number of daily castings for their Draconic Rite of Passage spell-like ability (see page 43 of Races of the Dragon). It is also a prerequisite for the Greater Draconic Rite of Passage (see above for description).

Draconic Reservoir

You can cast your Draconic Rite of Passage spell-like ability more often than normal.

Prerequisite: Kobold, must have completed the Draconic Rite of Passage, 3 HD.

Benefit: You can cast your 1st-level sorcerer spell-like ability gained from Draconic Rite of Passage 3/day. A kobold must complete the Searching for the Dragon meditation in order to recharge their spell-like ability, but does not have to increase the 15 minute duration for the additional castings.

Normal: The spell-like ability gained from Draconic Rite of Passage can only be cast 1/day.