BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Meteor crashes into a nearby field

Whooooooooooooooooosh! A ball of fire streaks across the sky. It impacts into a nearby field. BOOM! A shock wave blasts out and each player rolls a STR saving throw against DC 10, failure knocked prone, 1 damage.

If the want to investigate:
The meteor decimated the field. The crater created has a nearly half mile diameter. The ground is still steaming from the impact as you traverse the terrain. In the center there is a large, red, metallic rock that is cracked down the middle. As you approach the meteor it rumbles and shakes. CRACK! The fissure widens...
The rock splits and out falls a Silver colored Kobold. He's around 3 feet tall and scrawny. He's wearing black leather strapped armor and has two crescent short swords strapped to his back. On his wrists are the remains from broken shackles. He lands hard on his face, lays there for a moment, then slowly gets up, shaking his head. "Woah...", he glances around at all of you, "any crash you can walk away from, am I right?" He continues to shake off the haze from the crash, messaging the back of his neck. He's extremely jittery. He looks down at his left arm and it's just slumped there. He flicks at it with his right arm and it just sways. You can see his shoulder is out of the socket. He looks around him and eyes the big red rock he came in. He walks over, slams his shoulder into it, and POP the shoulder is fixed, "Owww! That's the stuff". He shakes off the pain.

Queller

Small Silver Kobold Fighter (2) , Chaotic Neutral

Armor Class 14 (15 in Wolf-Hybrid form)
Hit Points 40 5d10+10
Speed 30ft

STR
18 +4
DEX
17 +3
CON
15 +2
INT
8 -1
WIS
14 +2
CHA
15 +2

Saving Throws CON, STR
Skills Athletics +4, Deception +3, Survival +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses Darkvision (60), passive Perception 13
Languages Common, Draconic
Challenge 5


Description

An eccentric Silver colored Kobold that fell to Toril in a metal meteor. He carries a two crescent short swords and is wearing basic black leather armor. He stands just under 3ft tall and is very excitable. He is from Canus Luna (Silver Moon) and escaped slavery to search Toril for the legendary Silver Dragon Gem that he believes will allow him to return to the moon to free his people.


CHA, DC 13, +5

At will: Thunderclap


Pack Tactics: Adv Attack if ally within 5ft of target   Keen Hearing and Smell: Adv Perception for hearing and smell   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 direct sunlight.
Improved Critical(Hybrid Only): Attack rolls of 19 & 20 cause a critical hit.   Shapechanger. When out of view of the Sun, Queller can use a bonus action to polymorph into a werewolf hybrid. Its statistics are the same except for +1 AC, +5 Temporary HP per level, and Adv on STR, DEX, and CON saving throws. Any equipment it is wearing or carrying isn't transformed. It cannot cast spells while in Hybrid form and it reverts to its true form if it dies, goes a full round without attacking or being attacked. Queller can use an action to revert back to his Kobold form.


Actions

Grovel, Cower, and Beg: Cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10ft of you that can see you. Once you use this trait, you can't use it against until you finish any rest.
  Multiattack (Humanoid Form Only): Queller makes two Sword attacks. Crescent Moon Sword: Melee weapon Attack: +8 to Hit, Reach 5ft, one target. Hit: 1d6+4 piercing/silver damage, Magical.
  Multiattack (Hybrid Form Only). The were-kobold makes three attacks: one with its bite and two with its claws.
Bite (Hybrid Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+2 piercing damage.
Claws (Hybrid Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 2d4+2 slashing damage.


 

Interactions:
  • Queller will defend himself if attacked. If killed the SQ is over. He will plead for his life, giving some backstory. If spared he can join or leave.
  • He says he's from the silver moon(Luna Canus) when questioned
  • Will accompany the party if given the chance
  • Will ask for coin for town if given no other options


If the players spend enough time with Queller he will open up about his story. If they do not, they still have an option to meet up with him in another city if they gave him coin. If he joins them he will stay for one mission and then take his leave (and some coin) afterwards. If he leaves the party in good standing he can be found in the closest city to his departure by asking around. If not, they could come across him by random, but not seek him out specifically.

Queller's Story:
Queller was a slave back on the Silver Moon (Canus Luna). There are two species of Kobold on the Silver Moon, one is a larger type, known as Prime Kobolds, that stand in the 5-6 foot range, and has the typical yellow-green scales. Thousands of years ago there was a fourth moon around Toril, the Green Moon. The cause of its destruction is lost in history, but some of the Prime Kobolds did escape to the Silver Moon, enslaving their smaller, silver scaled genetic cousins. The slaves do have a typical slave roll as basic servants, but a majority work in the mines. The Silver Moon is a major source of, you guessed it, silver. The inhabitants to the three moons keep to themselves. The Prime Kobolds trade their silver and slaves with the Gith of the Blood Moon and the Triton of the Water Moon using Teleportation Circles located on each moon.
There is a rebellion growing within the ranks of the slaves on all three moons. The silver kobolds have slowly been plotting to reclaim their homeland on the Silver Moon from the prime kobolds. They are pursuing multiple sources of power to aid in their insurrection. One of those sources is the Silver Dragon Gem.

Silver Dragon Gem

Wondrous Item Magical Legendary (this item requires attunement)

Created by an Ancient Silver Dragon Lord and in turn used to create the Silver Kobold race. In the hands of a talented mage it could be used to infuse Silver Kobolds with more power. If attuned and worn by a PC, a charge can be spent to exhale destructive energy as an action. The gem contains 2 charges and regains them at dawn each day.
Silver Breath Weapon: Shape-15’ Cone, Save-CON, DC=8+CON+Prof, Fail Save-2d6 cold damage, Successful save- half damage. Damage increased to 3d6 at character level 6, 4d6 at 11, and 5d6 at 16.

Type Damage Damage Range Properties
None 2d6 Cold 15ft Cone Magical


 

Queller was in a team of silver kobolds escorting a proven warrior to the escape pod they had constructed. The mission went sideways and the warrior was killed. Only two silver kobolds made it to the pod. Queller lost in a quick game of red, blue, silver and climbed into the pod. The other kobold died as he launched the pod. Queller knows the basics of the mission, find the Silver Dragon Gem, but little else. He remembers hearing the name Duergar spoken in briefings for the mission, but he has trouble paying attention and his job was supposed to be simple.

Queller Quest:
If Queller gets knocked out and recovered he will remember more details, otherwise he has to leave the party and be found later. On the west border of Suu there is a bleak mountain range that creates a natural border to the realm of elves. It's mostly black rock and dead trees. Locally it's known as the Blight Mountains and is avoided by just about everyone. There are rumors that a clan of dwarves live deep in it's recesses. If the party arrives during the day they will be unable to find any entrance or caves, PC can try with a DC 25 Perception or Survival check during the day. At night a faint path can be seen with darkvision that leads to a well hidden entrance, Perception or Survival check DC 10 with darkvision, DC 20 without. The entrance is a single long corridor that slopes steeply into the dark, cold mountain.  

Duergar

Medium humanoid (dwarf), lawful evil
Armor Class 16 (scale mail, shield)
Hit Points 26 4d8+8
Speed 25ft

STR
14 +2
DEX
11 0
CON
14 +2
INT
11 0
WIS
10 0
CHA
9 -1

Damage Resistances poison
Senses darkvision 120 ft., passive Perception 10
Languages Dwarvish, Undercommon
Challenge 1 (200 XP)


Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being Charmed or Paralyzed.

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 piercing damage, or 11 2d8+2 piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 1d6+2 piercing damage, or 9 2d6+2 piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns Invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is Invisible with it.


 


Remove these ads. Join the Worldbuilders Guild