Creatures of deep, dark places, kobolds are masters of tunneling, mining, and setting traps. They despise those that would take advantage their relative physical weakness or steal the precious ores they mine, and thus devote themselves to creating elaborate mechanical defenses for their lairs. Adventurers attempting to storm a kobold den rarely see an actual kobold until after they've been assaulted by a wide variety of cleverly engineered cruelties.
All kobolds claim to be related to dragons, yet while it's true that kobold scale colors often match those of chromatic dragons, dragons themselves don't reciprocate this feeling of kinship. A kobold who manages to convince a dragon of her worth often serves it as a clever trap-maker or flunky, in exchange for the honor and protection the dragon's presence affords.
When humanoids and kobolds mix, often as a result of mining operations, kobolds often get a reputation as thieves and nuisances because of their tendency to appear at night and abscond with anything the humans leave lying around. Anything from farming equipment to small animals is seen as fair game to kobolds, who argue that such confiscation is not theft, but rather simply making good use of items the humans clearly don't value properly.
As creatures of deep caverns and shadowed forests, kobolds have difficulty with light, and even a torch is uncomfortably bright to their eyes. Hence, though they are not naturally nocturnal, they rarely venture to the surface during the day.
Kobold settlements are elaborate affairs. Though the lairs are relatively small—generally comprising a few caverns that serve as living quarters, larders, and workshops—each lair is surrounded by a complex web of tunnels and crawlspaces, all packed with ingenious traps. To kobolds, the best battle is the one they never have to fight at all, so creating new traps is a constant (if somewhat paranoid) policy and pastime in kobold society.
Tied into this paranoia is kobolds' treatment of egg chambers. The average kobold has no idea where his tribes' eggs are stored until hatching—preventing him from revealing the location even under coercive or magical interrogation. Only the tribe's chieftain and the kobolds assigned to watch over the eggs know the truth, ensuring that if the tribe's complex is eventually overrun (seen as an inevitability by the fatalistic kobolds), enough eggs will survive to raise a new generation.
Kobolds' resentment of larger races burns fiercest toward dwarves, gnomes, and other races who tend to mine the mineral veins the kobolds consider theirs. Once a kobold tribe begins digging out precious metals or gems in an area, its members feel that anyone else digging in the same area is a thief. Even if a kobold mining operation accidentally breaks into an established dwarven city, the kobolds' sense of manifest destiny would likely lead them to see the dwarves as the interlopers.
Yet the resentment kobolds feel toward other races is nothing compared to their animosity toward other kobold tribes that intrude on their mining operations or partake of the food sources their tribe considers its own. The resulting wars are fierce, bloody, and swift, with both tribes attempting to slay as many opponents as possible until one chief dies. Once a tribe has lost its chief, the losing tribe's demoralized survivors become slaves to the victorious tribe, and are sent into the mines to harvest out all the minerals they can for their new masters. If adventurers manage to make it through a tribe's traps, it's inevitably these same slaves who are armed and sent to confront the threat, generally with little hope of winning the ensuing battle. Though some might wonder why kobolds condemned in this way don't turn on their masters, the sad truth is that those who want to rebel are usually cut down before their attempt gets off the ground.
Most kobold tribes are led by a single chieftain, whose authority is rarely questioned. If a kobold tribe is ruled by a non-kobold, such as a young dragon, a kobold chief is still in charge of carrying out the ruler's instructions and seeing to day-to-day administration. Chieftainship is usually decided through combat, though accidents involving traps are tacitly considered fair game.
Kobolds worship the dragon gods, and in many cases dragons themselves, seeing little difference between all-powerful deities and (to them) essentially all-powerful dragons. The dragons themselves tend to enjoy the constant, obsequious worship of their lesser cousins—though the occasional solitude-loving dragon may decide that a kobold supplicant makes a better meal than a servant—and kobolds' naturally ordered and hierarchical society makes it easy for a creature at the top to command them.
Although kobolds feel a particular kinship with chromatic dragons and have less affinity for metallic ones, kobold scale colors are not nearly as personality-defining as those of true dragons, though some tribes have superstitions and other beliefs about scale color. Color is inconsistent in kobold genes, and parents of one color may give birth to children of several different scale hues, leading to a full spectrum of the chromatic tones that have little or no correlation to abilities.
The few metallic-colored kobolds are an exception to this rule. Though no more good-inclined than their fellows, these metallic kobolds are seen as special or marked by some higher power, and often go on to become great chiefs or shamans. Of course, this marking is a double-edged sword, as not every chief wants a potential usurper hanging around, and even those tribes who seek honestly to make use of their "blessed" members may subject them to a battery of dangerous tests in order to ascertain what powers these individuals might possess.
Full statistics for kobolds can be found in their <i>Bestiary</i> entry.
New Rules
Kobolds use a wide variety of tricks and techniques to repel invaders. Below are some new rules displaying the height of kobold defensive tactics and technology.
Kobold Archetypes
The following archetypes are available to kobolds.
Alchemical Trapper
Because kobolds rely on traps to soften up enemies, kobold alchemists learn to turn bombs into traps. When such alchemists are preparing defenses against larger creatures that might enter their tunnels and attempt to exterminate them, their skills mean the difference between life and death.
Bomb Trap
At 2nd level, an alchemical trapper can use one of her bombs to make a trap. Setting a bomb trap is a full-round action that provokes attacks of opportunity. A bomb trap fills a single 5-foot square and cannot be placed in the same area as any other trap. The alchemical trapper needs the same materials required for making a bomb. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to the DC for the alchemical trapper's bombs. All bomb traps have location triggers and do not reset. The alchemical trapper can use any one discovery that applies to a bomb when making a bomb trap. The bomb trap lasts 10 minutes for each alchemist level the trapper possesses. If the bomb trap is not disabled or exploded within that time frame, the trap becomes inert. Creating a bomb trap uses one of the alchemical trapper's bombs per day. This ability replaces the discovery at 2nd level.
At 4th level, an alchemical trapper can find and disable traps, as the rogue class feature of the same name. This ability replaces the discovery at 4th level.
Dragon Yapper
Kobolds' yammering songs distract opponents in combat, hindering their ability to attack.
A dragon yapper gains the following types of bardic performance.
: A dragon yapper can use performance to annoy those that hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear effects and charm effects as long as the dragon yapper continues performing. This penalty increases by 1 at 5th level and every 6 levels thereafter. Yapping song is a mind-affecting ability that uses audible components, but is not language-dependent. This performance replaces fascinate.
: A dragon yapper of 8th level or higher can amplify his voice to sound like an actual dragon. Enemies within 30 feet become shaken unless they succeed at a Will save (DC 10 +1/2 the dragon yapper's level + the dragon yapper's Charisma modifier). A successful save renders targets immune to this ability for 24 hours. Frightful song is a mind-affecting ability, and a fear effect that uses audible components. This performance replaces dirge of doom.
: A dragon yapper must choose sing at 2nd level.
Kobold Companions
Each of these animal companions has a different starting speed, attacks, ability scores, and special qualities. As you gain levels, your companion grows in power as well. It gains the same bonuses that are gained by other animal companions . Each companion gains an additional bonus, usually at 4th or 7th level, as listed with each choice. A kobold cavalier can select either of these companions as a mount instead of a dog or pony.
Cave Salamander
4th-Level Advancement
4th-Level Advancement
The following traps are available to kobolds. At the GM's discretion, other races can also make use of these traps.
Acid drop Trap
Rotting Badger Under a Falling Rock Trap
Kobold Feats
The following feats are unique to kobolds.
Draconic Magic
Your draconic aspect manifests as magical might.
Prerequisites
Benefit
You gain a group of spell-like abilities based on the color of your dragon aspect. Each spell-like ability can be used once per day, and the DC of any of these spell-like abilities is 10 + 1/2 your Hit Dice + Charisma modifier.
Black
: Corrosive touch , †, darkness .
Blue
: Minor image, shocking grasp †.
Green
: Entangle †, gust of wind .
Red
: Burning hands †, pyrotechnics .
White
: Burning hands † (deals cold damage instead of fire), fog cloud .
Special
You can use this feat instead of Draconic Breath or Draconic Glide to qualify for the Draconic Paragon feat. If you have this feat and Draconic Paragon, you can use the spell-like ability marked with a dagger (†) twice per day.
Slurk Rider
You are skilled at riding slurks into battle.
Prerequisite
Benefit
You are able to control, guide, and communicate with slurks (Pathfinder RPG Bestiary 2 251), as if they understood Draconic. You can also spend a standard action to manipulate the nodules on the slurk's back to activate its slime ability. Both you and the slurk can activate this ability during the same round.
Example Kobolds
Kobold Fighters
Kobold warriors are more prudent than brave. They usually opt to attack from hiding with ranged weapons, and move into melee only when absolutely necessary—such as when the chief doesn't give them any other option.
Init: +3. Senses: darkvision 60 ft.; Perception +4. Ac: 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, +1 size).
Hp: 12 (1d10+2).
Fortitude: +3. Reflex: +3. Will: +1. Weaknesses: light sensitivity.
Speed: 30 ft.. Melee: short sword +1 (1d4-1/19-20). Ranged: mwk light crossbow +6 (1d6/19-20). Strength: 9. Dexterity: 17. Constitution: 12. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +1. Cmb: -1. Cmd: 12.
Feats: Point-Blank Shot, Precise Shot.
Skills: Acrobatics +3, Craft (trapmaking) +2, Perception +4, Profession (miner) +3.
Languages: Common, Draconic. Special Qualities: crafty. Combat Gear: alchemist's fire. Other Gear: studded leather, mwk light crossbow, short sword.
Init: +4. Senses: darkvision 60 ft.; Perception +2. Ac: 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural, +1 size).
Hp: 30 (4d10+4).
Fortitude: +4. Reflex: +5. Will: +1 (+1 vs. fear). Defensive Abilities: bravery +1. Weaknesses: light sensitivity.
Speed: 30 ft.. Melee: mwk rapier +11 (1d4+2/18-20). Ranged: mwk light crossbow +10 (1d6/19-20). Strength: 10. Dexterity: 18. Constitution: 10. Intelligence: 13. Wisdom: 10. Charisma: 8.
Base Attack: +4. Cmb: +3 (+5 dirty trick). Cmd: 17 (19 vs. dirty trick).
Feats: Combat Expertise, Improved Dirty Trick, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier).
Skills: Craft (trapmaking) +3, Intimidate +6, Knowledge (dungeoneering) +8, Perception +2, Profession (miner) +2, Stealth +13.
Languages: Common, Draconic. Special Qualities: armor training 1, crafty. Combat Gear: elixir of fire breath, potion of cure moderate wounds. Other Gear: mwk breastplate, mwk light crossbow with 10 bolts, mwk rapier.
Kobold Sorcerers
Kobolds see sorcery as proof of their draconic heritage.
Init: +7. Senses: darkvision 60 ft.; Perception +3. Ac: 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size).
Hp: 7 (1d6+1).
Fortitude: +0. Reflex: +3. Will: +3. Weaknesses: light sensitivity.
Speed: 60 ft.. Melee: 2 claws -2 (1d3-3). Ranged: light crossbow +4 (1d6/19-20). Special Attacks: claws (1d3-3, 5 rounds/day). Strength: 4. Dexterity: 16. Constitution: 10. Intelligence: 10. Wisdom: 13. Charisma: 15.
Base Attack: +0. Cmb: -4. Cmd: 9.
Feats: Eschew Materials, Improved Initiative.
Skills: Craft (trapmaking) +2, Perception +3, Profession (miner) +3, Stealth +11, Use Magic Device +6.
Languages: Draconic. Special Qualities: bloodline arcana (fire spells deal +1 damage per die), crafty. Combat Gear: scroll of mage armor, scroll of vanish, caltrops, silversheen. Other Gear: light crossbow, 54 gp.
sorcerer spells known: (CL 1st; concentration +3)
1st (4/day)-burning hands (DC 13), charm person (DC 13)
0 (at will)-dancing lights, detect magic, flare (DC 12), ray of frost
Bloodline draconic (gold)
Init: +2. Senses: darkvision 60 ft.; Perception +1. Ac: 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, +1 size).
Hp: 35 (6d6+12).
Fortitude: +3. Reflex: +4. Will: +4. Weaknesses: light sensitivity.
Speed: 30 ft.. Melee: quarterstaff +2 (1d4-2). Strength: 6. Dexterity: 14. Constitution: 12. Intelligence: 13. Wisdom: 8. Charisma: 16.
Base Attack: +3. Cmb: +0. Cmd: 12.
Feats: Combat Expertise, Eschew Materials, Improved Feint, Skill Focus (Craft [trapmaking]).
Skills: Bluff +15, Craft (trapmaking) +15, Perception +1, Profession (miner) +1, Use Magic Device +15. Racial Modifiers: +2 Craft (trapmaking), +2 Perception, +2 Profession (miner).
Languages: Draconic, Dwarven. Special Qualities: bloodline arcana (+2 to spell DC if target is denied Dex bonus to AC), crafty, trap sense +2. Combat Gear: antitoxin, thunderstone. Other Gear: quarterstaff, circlet of persuasion, masterwork artisan's tools, 15 gp.
bloodline spell-like abilities: (CL 6th; concentration +9)
6/day-trap rune (DC 16)
sorcerer spells known: (CL 6th; concentration +9)3rd (4/day)-lightning bolt (DC 16)
2nd (6/day)-create pit, mirror image, scorching ray
1st (7/day)-alarm, charm person (DC 14), mage armor, magic missile, ray of enfeeblement (DC 14)
0 (at will)-arcane mark, daze, detect magic, open/close, prestidigitation (DC 13), resistance, spark
Bloodline kobold
Kobold Riders
The boldest kobolds enjoy riding bizarre beasts into battle.
Init: +3. Senses: darkvision 60 ft.; Perception +2. Ac: 22, touch 14, flat-footed 19 (+5 armor, +3 Dex, +1 natural, +2 shield, +1 size).
Hp: 17 (2d10+2).
Fortitude: +3. Reflex: +3. Will: +0. Weaknesses: light sensitivity.
Speed: 20 ft.. Melee: mwk lance +4 (1d6/×3). Special Attacks: challenge (+2, +1, 1/day). Strength: 11. Dexterity: 16. Constitution: 10. Intelligence: 8. Wisdom: 10. Charisma: 13.
Base Attack: +2. Cmb: +1. Cmd: 14.
Feats: Paired Opportunists, Slurk Rider.
Skills: Craft (trapmaking) +1, Handle Animal +9, Intimidate +6, Perception +2, Profession (miner) +2, Ride +4.
Languages: Common, Draconic. Special Qualities: crafty, mount (cave salamander or slurk), order of the lion (lion's call), tactician (1/day, 4 rounds, standard action). Combat Gear: liquid ice, potion of cure light wounds. Other Gear: mwk scale mail, mwk heavy steel shield, mwk lance, 10 gp.
Init: +5. Senses: darkvision 60 ft.; Perception +13. Ac: 23, touch 12, flat-footed 22 (+8 armor, +1 Dex, +1 natural, +2 shield, +1 size).
Hp: 57 (7d10+14).
Fortitude: +7. Reflex: +4. Will: +4; +2 bonus vs. paralysis and sleep. Resist: electricity 5. Weaknesses: light sensitivity.
Speed: 20 ft.. Melee: +1 lance +11/+6 (1d6+2/×3), mwk short sword +10/+5 (1d4+1/19-20). Special Attacks: banner +2/+1, breath weapon (30-ft. line, 2d6 electricity damage, Reflex DC 14 half, usable every 1d4 rounds), cavalier's charge, challenge (+7, +2, 3/day). Strength: 12. Dexterity: 12. Constitution: 12. Intelligence: 12. Wisdom: 13. Charisma: 8.
Base Attack: +7. Cmb: +7. Cmd: 18.
Feats: Draconic Aspect (blue), Draconic Breath, Improved Initiative, Mounted Combat, Shield Wall, Weapon Focus (lance).
Skills: Craft (trapmaking) +3, Handle Animal +9, Perception +13, Profession (miner) +3, Ride +5, Stealth +9, Swim +5.
Languages: Common, Draconic. Special Qualities: crafty, expert trainer +3, mount (cave salamander), order of the dragon (aid allies), tactician (2/day, 6 rounds, standard action). Combat Gear: dust of dryness. Other Gear: +1 banded mail, mwk heavy steel shield, +1 lance, mwk short sword, cloak of resistance +1.
Kobold Tricksters
Kobold tricksters are experts at crafting deadly traps—both magical and mundane—and at striking from concealment while their enemies are distracted by the traps' effects.
Init: +3. Senses: darkvision 60 ft.; Perception +3. Ac: 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 natural, +1 size).
Hp: 12 (2d8).
Fortitude: +2. Reflex: +6. Will: +1; +2 vs. poison. Weaknesses: light sensitivity.
Speed: 30 ft.. Melee: mwk spear +2 (1d6-1/×3). Ranged: sling +5 (1d3-1). Special Attacks: bomb 6/day (1d6+2 fire, DC 13), bomb trap*. Strength: 8. Dexterity: 16. Constitution: 8. Intelligence: 15. Wisdom: 13. Charisma: 8.
Base Attack: +1. Cmb: -1. Cmd: 12.
Feats: Brew Potion, Extra Bombs, Throw Anything.
Skills: Acrobatics +3, Craft (trapmaking) +9, Disable Device +6, Escape Artist +3, Knowledge (engineering) +4, Perception +3, Profession (miner) +3, Stealth +10. Racial Modifiers: +2 Craft (trapmaking), +2 Perception, +2 Profession (miner).
Languages: Common, Draconic, Gnome, Goblin. Special Qualities: alchemy (alchemy crafting +2, identify potions), crafty, mutagen (+4/-2, +2 natural, 20 minutes), poison use. Combat Gear: potion of invisibility, acid, alchemist's fire (3). Other Gear: chain shirt, mwk spear, sling, 8 gp.
alchemist extracts prepared: (CL 2nd)
1st-adjuring step, endure elements, shield
Tactics
During Combat The kobold uses her mutagen and extracts to strengthen her defense, and throws bombs at her enemies.
Init: +8. Senses: darkvision 60 ft.; Perception +11. Ac: 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 natural, +1 size).
Hp: 31 (5d8+5).
Fortitude: +2. Reflex: +10. Will: +2. Defensive Abilities: evasion, trap sense +1, uncanny dodge. Weaknesses: light sensitivity.
Speed: 30 ft.. Melee: dagger +3 (1d3-1/19-20). Ranged: mwk shortbow +9 (1d4/×3). Special Attacks: sneak attack +3d6. Strength: 8. Dexterity: 18. Constitution: 12. Intelligence: 10. Wisdom: 13. Charisma: 8.
Base Attack: +3. Cmb: +1. Cmd: 15.
Feats: Improved Initiative, Lightning Reflexes, Skill Focus (Craft [trapmaking]).
Skills: Acrobatics +11, Appraise +8, Climb +6, Craft (trapmaking) +13, Disable Device +13, Escape Artist +11, Perception +11, Profession (miner) +3, Sleight of Hand +11, Stealth +15. Racial Modifiers: +2 Craft (trapmaking), +2 Perception, +2 Profession (miner).
Languages: Draconic. Special Qualities: crafty, rogue talents (trap spotter, cunning trigger), trapfinding +2. Combat Gear: necklace of fireballs I. Other Gear: +1 chain shirt, dagger, mwk shortbow with 20 arrows, mwk artisan's tools, mwk thieves' tools, 62 gp.
Kobold devilspeakers are highly respected; some advise tribal chieftains, while others lead tribes outright.
Kobold Encounters
Kobolds rarely march out with large bands of warriors, preferring small bands with diverse talents and many tricks up their sleeves. The following are some examples of kobold encounters.