Kobolds
MPMM p25, SRD
Kobolds
The Aspiring Embers.
Kobolds are small dragon-like humanoids covered in rust colored scales, typically standing between 2 and 3 feet tall. Adorning their heads are small horns, hidden just behind their small, beady eyes. Furthermore, they have a scrawny shape, often accented by their thin arms and legs, each tipped with tiny claws. While there are very few gender physical differences between the male and females, male kobolds can sometimes grow a tuft of fur just under their chin, serving as something that resembles a beard. Further differentiating members of the species are special markings that are distinct between kobold clans. These markings, while not unanimously found, can take the form of special horns or unique colors in their eyes or scales.
Unknown Origin.
Nobody is quite certain how the kobolds came to be. No records tell of the creation from the gods, and despite the kobolds insistence, the archdragons had nothing to do with their creation. While there are slight similarities between them and other reptilian creatures, no direct link can be made from the fossil records, and as such, scholars can only guess at a potential evolutionary link. Even the easifa — in all the detailed accuracy of their tales — simply say that the species was stumbled upon in the craggy mountains one day. Despite their seeming ancient history, kobolds themselves have barely developed at all, and they mostly still reside in caves and small caverns, often dug out by themselves. This species of creatures are widespread, living from the volcanic wastelands of the Spiremaw Peaks to the craggy shoreline of the Ore Coast. No matter the location, a clan of kobolds can most likely be found nearby.
Strength in Numbers
It is estimated that over three thousand kobold lairs currently reside throughout the lands of Fehr’gia, a testament to how quickly kobolds spread, dig, and survive. Kobolds, valuing their culture and family ties, tend to gather together in close knit packs that act as a family unit and tribe. These tribes are critical to the kobolds, as their patrons — the dragons — are the only thing more important to them. Because kobolds are prone to danger, the eldest of any one tribe is the unquestioned elder and leader of the tribe. That is, until anything stronger comes along and starts barking orders. Furthermore, kobold enclaves are often quick to spread, escaping from any sign of danger that comes their way. To keep themselves alive, kobolds will steal or borrow from the underbelly of any society they come across, often coming into conflict with goblin tribes or ratling nests with the same intentions. Furthering the conflict, kobold enclaves are isolationist by nature, and they fight off any invaders they can to defend their land, materials, and lives. Due to their nature of being highly defensive and stealing from others, bounties are often put up to clear out a kobold enclave, leading to the continual spread of escaping kobold clans. Because kobolds see the world as a threat, and they understand their weak physiology, most kobolds strive to be clever, for it is the most clever kobolds that survive. The walls and tunnels of each kobold enclave are littered with all manner of traps, extemporaneously engineered to be safely navigated solely by the inhabitants themselves. Even if a kobold enclave can’t defend their lair, the traps they set typically allow for the enclave to escape and migrate elsewhere in the world, surviving to live another day.
Innocent Sparks
Of all the races, there seems to be a simple spark of chaotic curiosity innately tied to the spry kobold. Because of a blatant misunderstanding of the world around them and the kobold’s childish ambition, many bizarre adventures and rituals have been witnessed being conducted by them. One prime example of this can be found in the northern plateaus of Kresea, where the fire-eater clan regularly conducts an intricate ritual of consuming fire. In times past, the dragons of Spiremaw would rage in war, causing fire to carry along the sky and fall in the kobold territory. These kobolds, venerating and worshiping the dragons, then attempted to emulate their patrons, consuming the fire to attempt to obtain some vestige of power from their perceived ancestors and gods. While this ritual was unsuccessful, only resulting in many singed mouths, the ritual has persisted from generation to generation, lasting well over five hundred years.
Kobold Names
Kobold names are often short, brief, and sharp. Few, if any, ever go over two syllables. While many cultures utilize pronouns to substitute proper names, kobolds don’t, often exclusively referring to themselves and others by their name exclusively, sometimes to ensure that they don’t forget it.
Names: Ris, Vim, Zix, Teks, Kuhzu, Makro. Ulpu, Vetri, Talto, ZirkuDarkvision. 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 can't discern color in darkness, only shades of gray.
Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies have advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Alternative Kobold Stats:
Grovel, Cower, and Beg. As a bonus action, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies have advantage on attack rolls against enemies within 10 feet of you that you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Kobold Legacy. Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.
Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.
Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).