Monster Codex | Rules | Kobolds | Example Kobolds

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.

Kobold Sniper

Super Race: kobold fighter 1. Cr: 1/2. Xp: 200. Alignment: LE. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
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.

Kobold Blade

Super Race: kobold fighter 4. Cr: 3. Xp: 800. Alignment: LE. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
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.

Kobold Scalecaster

Super Race: kobold sorcerer 1. Cr: 1/2. Xp: 200. Alignment: LN. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
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)


Kobold Guilecaster

Super Race: kobold sorcerer 6. Cr: 5. Xp: 1,600. Alignment: LE. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
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.

Kobold Monster Wrangler

Super Race: kobold cavalier 2. Cr: 1. Xp: 400. Alignment: LE. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
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.

Kobold Battle Master

Super Race: kobold cavalier 7. Cr: 6. Xp: 2,400. Alignment: LE. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
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.

Kobold Bomber

Super Race: kobold alchemist (alchemical trapper) 2. Cr: 1. Xp: 400. Alignment: LE. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
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.

Kobold Master Trapper

Super Race: kobold rogue 5. Cr: 4. Xp: 1,200. Alignment: LE. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
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.

Tactics

During Combat If the master trapper's enemies aren't near her traps, she fires arrows or uses her necklace of fireballs .

Kobold Devilspeaker

Kobold devilspeakers are highly respected; some advise tribal chieftains, while others lead tribes outright.

Kobold Devilspeaker

Cr: 7. Xp: 3,200. Alignment: LE. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
Init: +3. Senses: darkvision 60 ft.; Perception +5. Ac: 21, touch 14, flat-footed 18 (+4 armor, +3 Dex, +1 natural, +2 shield, +1 size).
Hp: 47 (8d8+8).
Fortitude: +6. Reflex: +5. Will: +9. Weaknesses: light sensitivity.
Speed: 30 ft.. Melee: mwk dagger +5/+0 (1d3-3/19-20). Ranged: dagger +10 (1d3-3/19-20). Special Attacks: channel negative energy 5/day (DC 16, 4d6), staff of order (4 rounds, 1/day). Strength: 4. Dexterity: 16. Constitution: 10. Intelligence: 10. Wisdom: 16. Charisma: 14.
Base Attack: +6. Cmb: +2. Cmd: 15.
Feats: Channeled Shield Wall, Combat Casting, Selective Channeling, Toughness.
Skills: Craft (trapmaking) +2, Heal +14, Perception +5, Profession (miner) +5, Spellcraft +11, Stealth +18. Racial Modifiers: +2 Craft (trapmaking), +2 Perception, +2 Profession (miner).
Languages: Draconic. Special Qualities: crafty. Combat Gear: feather token (whip), pearl of power (2nd level), wand of cure light wounds. Other Gear: +1 studded leather, +1 light wooden shield, dagger, mwk dagger, various onyx gems worth 200 gp.
domain spell-like abilities: (CL 8th; concentration +11)

6/day-copycat (8 rounds), touch of law

At will-master's illusion (8 rounds/day)

cleric spells prepared: (CL 8th; concentration +11)

4th-aura of doom (DC 17), confusion D (DC 17), cure critical wounds

3rd-animate dead, blindness/deafness (DC 16), deeper darkness, magic circle against chaos D, summon monster III

2nd-death knell (DC 15), hold person (DC 15), invisibility D, lesser animate dea d, protective penumbra

1st-bane (DC 14), bless, disguise sel f D, moment of greatness, obscuring mist, sanctuary (DC 14)

0 (at will)-bleed (DC 13), detect magic, guidance, mending

D domain spell; Domains Law, Trickery


Tactics

Before Combat The devilspeaker casts invisibility on herself.

During Combat The devilspeaker stays invisible as long as possible, casting spells such as animate dead, aura of doom, bless, cure critical wounds, deeper darkness, lesser animate dead, and summon monster III as well as using her wand of cure light wounds or channeling negative energy to heal undead.

Kobold priests are charged with ensuring both the spiritual and the physical welfare of a kobold tribe. These devilspeakers believe a tribe should work like a well-oiled machine, and while kobolds' natural cowardice sometimes gets in the way, devilspeakers keep their warriors fighting bravely—whether the troops like it or not. Devilspeakers keep spells like animate dead handy, turning fallen kobold warriors into zombies. These kobold zombies effectively soften up invading adventurers, and dig tirelessly in the mines.

Kobold Leaders

Kobold leaders are the undisputed masters of their tribes.

Kobold Yapper

Super Race: kobold bard (dragon yapper) 8. Cr: 7. Xp: 3,200. Alignment: LE. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
Init: +4. Senses: darkvision 60 ft.; Perception +2. Ac: 22, touch 16, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +1 natural, +1 size).
Hp: 31 (8d8-8).
Fortitude: +0. Reflex: +10. Will: +6; +4 vs. bardic performance, language-dependent, and sonic. Weaknesses: light sensitivity.
Speed: 30 ft.. Melee: +1 short sword +7/+2 (1d4/19-20). Ranged: +1 shortbow +13/+8 (1d4+1/×3). Special Attacks: bardic performance 20 rounds/day (move action; countersong, frightful song [DC 16], distraction, inspire competence +3, inspire courage +2, suggestion [DC 16], yapping song [DC 16]). Strength: 8. Dexterity: 18. Constitution: 6. Intelligence: 13. Wisdom: 10. Charisma: 15.
Base Attack: +6. Cmb: +4. Cmd: 19.
Feats: Dodge, Point-Blank Shot, Precise Shot, Weapon Focus (shortbow).
Skills: Acrobatics +14, Bluff +13, Craft (trapmaking) +3, Perception +2, Perform (oratory) +13, Perform (sing) +13, Profession (miner) +2, Sleight of Hand +14, Spellcraft +12, Stealth +18.
Languages: Common, Draconic, Sylvan. Special Qualities: bardic knowledge +4, crafty, lore master 1/day, versatile performance (sing, oratory).
Gear: +1 chain shirt, +1 short sword, +1 shortbow, 410 gp.
bard spells known: (CL 8th; concentration +10)

3rd (2/day)-confusion (DC 15), deep slumber (DC 15), haste

2nd (5/day)-blur, heroism, hold person (DC 14), mirror image

1st (5/day)-alarm, charm person (DC 13), grease (DC 13), silent image (DC 13), ventriloquism (DC 13)

0 (at will)-dancing lights, detect magic, ghost sound (DC 12), mage hand, prestidigitation (DC 12), resistance


Kobold Chieftain

Super Race: kobold fighter 5/rogue 3/assassin 1. Cr: 8. Xp: 4,800. Alignment: LE. Size: Small. Creature Type: Humanoid. Creature Subtype: reptilian.
Init: +4; Senses darkvision 60 ft.; Perception +14. Ac: 26, touch 15, flat-footed 22 (+7 armor, +4 Dex, +1 natural, +3 shield, +1 size).
Hp: 72 (9 HD; 5d10+4d8+23).
Fortitude: +6. Reflex: +9. Will: +2 (+1 vs. fear). Defensive Abilities: bravery +1, evasion, trap sense +1. Weaknesses: light sensitivity.
Speed: 30 ft.. Melee: +1 rapier +15/+10 (1d4+2/18-20). Special Attacks: death attack (DC 12), sneak attack +3d6, weapon training (light blades +1). Strength: 11. Dexterity: 18. Constitution: 12. Intelligence: 13. Wisdom: 10. Charisma: 8.
Base Attack: +7. Cmb: +6. Cmd: 20.
Feats: Combat Expertise, Diehard, Endurance, Greater Feint, Improved Feint, Toughness, Vital Strike, Weapon Finesse, Weapon Focus (rapier).
Skills: Bluff +11, Craft (trapmaking) +3, Disable Device +2, Disguise +6, Intimidate +6, Linguistics +7, Perception +14, Profession (miner) +2, Sense Motive +6, Sleight of Hand +7, Stealth +17, Use Magic Device +5.
Languages: Common, Dark Folk, Draconic, Dwarven, Undercommon. Special Qualities: armor training 1, crafty, poison use, rogue talents (finesse rogue), trapfinding +1.
Gear: +1 breastplate, +1 heavy wooden shield, +1 rapier, belt of mighty constitution +2, 1,223 gp.

Kyrana

Long spines jut from the head and neck of this red-scaled iguana, and fire trickles from its open mouth.

Kyrana

Cr: 3. Xp: 800. Alignment: NE. Size: Medium. Creature Type: Dragon. Creature Subtype: fire.
Init: +2. Senses: darkvision 60 ft., low-light vision; Perception +9. Ac: 14, touch 12, flat-footed 12 (+2 Dex, +2 natural).
Hp: 30 (4d12+4); fiery regeneration.
Fortitude: +5. Reflex: +6. Will: +3. Immune: dragon traits, fire, paralysis, sleep. Weaknesses: vulnerable to cold.
Speed: 30 ft.. Melee: bite +8 (1d4+3), 2 claws +7 (1d3+3). Special Attacks: breath weapon (20-ft. line, 3d6 fire damage, Reflex DC 13 half, usable every 1d4 rounds). Strength: 16. Dexterity: 15. Constitution: 12. Intelligence: 3. Wisdom: 9. Charisma: 6.
Base Attack: +4. Cmb: +7. Cmd: 19 (23 vs. trip).
Feats: Skill Focus (Perception), Weapon Focus (bite).
Skills: Climb +10, Perception +9.
Languages: Draconic.
Environment: any underground or warm deserts. Organization: solitary, pair. Treasure: standard.

Special Abilities

Fiery Regeneration

A kyrana does not take damage from fire-based attacks. Additionally, when a kyrana would normally take fire damage, it heals that number of hit points, to a maximum of 5 hit points per round. A kyrana can't use its breath weapon to heal itself.

Kyranas are large, iguana-like relatives of true dragons, with low intelligence and an affinity for fire. Though quite weak as dragons go, kyranas are still dangerous enough to command the fear and respect of kobolds, who often encounter the fire-breathing dragons while digging deep tunnels.

Kyranas are primarily subterranean creatures, though they can occasionally be found on the surface in extremely hot or volcanic areas. Healed supernaturally by contact with fire, they often spend their time swimming in volcanic calderas or underground lava lakes, taking in geothermic energy and storing it in order to release it on their prey as lines of fiery breath.

If kyranas stayed confined to their magma homes, they would present little problem to other races. Unfortunately, they're extremely territorial, even toward their own offspring. Kyranas are born in clutches of six to 12 eggs, and raised by both parents. As soon as the creatures reach adulthood at the age of 18 months, however, the parents turn on their offspring and drive them from the nest. The exiled kyranas then split up and wander the surrounding tunnels, traveling hundreds of miles in search of any source of heat. That means they often come waddling into inhabited areas, snorting and ready to burn anyone standing between them and the hearth. Adventurers may find their campfires claimed by a greedy kyrana, or end up being followed for their torchlight. Kobolds often use these barely intelligent dragons as heavy artillery, employing fire arrows and flaming traps to lure them into conflict with enemies.

An adult kyrana is 5 feet long and weighs 300 pounds on average.