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Masterwork Monsters: Kobold Feats and Mutants

We all have a soft spot for kobolds, whether we

admit it or not. They are rarely a GM’s favorite
monster, but they see a lot of use in most
campaigns. Their combination of clever tactics
and low hit dice make them ideal opponents for
low-level adventurers where there’s a demand for
interesting opponents that won't significantly
endanger the party.
At higher levels kobolds can become a thing
of terror on par with dragons – even GMs who Written by Peter M. Ball
refuse to fall into the cliché of butchering a 15th Edited by Adam Windsor
level party with a single kobold band have
probably contemplated how it might be done.
There’s a challenge in using kobolds that wouldn’t
be there if they were orcs or goblins instead.
This product is all about providing you with
new options for your kobolds. Part one includes
over twenty new feats, all designed with the
kobold in mind, while part two introduces a new
template tailored for those who want a little more Requires the use of the Dungeons & Dragons, Third Edition
variety in their standard kobold race. Core Books, published by Wizards of the Coast, Inc.
Kobolds have always been the adaptable
Dungeons & Dragons and Wizards of the Coast are
underclass of the humanoid world; with the tools trademarks of Wizards of the Coast, Inc. in the United States
included here you should have everything you and other countries and are used with permission.
need for them to live up to that reputation.
Whether you want a little more variety for your 'd20 System' and the 'd20 System' logo are trademarks of
favorite low-level opponent, or new surprises to Wizards of the Coast, Inc. and are used according to the
terms of the d20 System License version 6.0. A copy of this
spring on a party that’s getting too big for its License can be found at
boots, we’ve got you covered.

Design Assumptions
The material presented here reflects the following assumptions about kobolds:
v As one of the few creatures with sorcerer as their favored class, kobolds possess an innate connection to
magical power. Few creatures other than dragons share the kobold’s affinity for magic, and even the most
mundane kobold should have a hint of the supernatural around him.
v While their reptilian nature enhances the perception that kobolds and dragons are somehow related, it also
hints at shared ancestry with other reptiles such as snakes, lizards, and dinosaurs.
v Kobolds should rely more on stealth and trickery than hand-to-hand combat. Their campaign role is usually
to serve as low-level cannon fodder or crazed guerilla fighters that take down more powerful opponents
through traps and numbers, and both of these uses are based on the kobold's inability to stand up to player-
characters in melee.
v Any feat or ability designed for kobold characters should emphasize their ability to engage in hit-and-run
tactics, arcane abilities or in the creation of trap-riddled lairs.
v While new spells help kobold sorcerers and adepts, they do little to emphasize the magical nature of the
kobold race. Arcane options usable by kobolds of all classes are needed.
Masterwork Monsters: Kobold Feats and Mutants

New Feats
The following feats are designed to give such as potions and scrolls, and drains two
kobolds more options and powers, reinforcing charges from item such as wands and staves.
their role as reptilian and arcane creatures in If you fail the Use Magic Device check by
your campaign. 10 or more, you draw out the energy but fail to
Any feat designated as a fighter feat can be control it. You suffer 2d6 points of damage.
selected as a fighter’s bonus feat. This
designation does not restrict characters of other Arcane Resistance
classes from selecting these feats, assuming they Your magical nature makes it easier for you to
meet any requirements. resist the effects of arcane magic.
Prerequisites: Charisma 13, Must belong to
Alchemical Artisan a race with Sorcerer as their favored class.
You are skilled in the creation of alchemical Benefit: You gain a +3 bonus to saving
items. throws against the effects of arcane spells or
Prerequisites: Intelligence 13, Craft spell-like abilities.
(alchemy) 5 ranks
Benefit: You gain a +2 circumstance bonus Arcane Smite
to all Craft (alchemy) checks and reduce the cost You can harness the arcane power in your blood
of crafting all alchemical items by 25%. to smite your enemies with magic fire.
Prerequisite: Charisma 15, Use Magic
Arcane Instincts Device 5 ranks, Must belong to a race with
Your natural talent for magic manifests itself in Sorcerer as their favored class, Base attack
an innate knack for understanding magic items bonus +3, Attune Weapon
and effects. Benefit: You gain the arcane smite power,
Prerequisites: Must belong to a race with the supernatural ability to make a single melee
Sorcerer as their favored class. attack with a +2 bonus on your attack rolls and a
Benefit: Use Magic Device and Spellcraft bonus on damage equal to your Charisma bonus.
are always treated as class skills for you. The extra damage inflicted by an arcane smite is
fire damage. You must declare the arcane smite
Arcane Leech before making the attack, and may only make an
You can draw temporary vitality out of a arcane smite with a weapon you are attuned to.
charged magic item. Arcane smite is usable once per day.
Prerequisites: Must belong to a race with Special: You can take this feat multiple
Sorcerer as their favored class, Arcane Instincts, times. Each additional time increases the
Heal 5 ranks, Use Magic Device 5 ranks number of uses per day by one.
Benefit: By making a successful Use Magic
Device check (DC 25 + caster level of the item Attune Weapon
drained) you can draw the energy out of a The magic in your blood allows you to attune
temporary magic item and use it to invigorate yourself to a magic weapon, giving you an
yourself. On a successful check you gain 1d4 added advantage when wielding it.
temporary hit points per caster level of the item Prerequisite: Charisma 15, Use Magic
drained. This automatically uses one-shot items Device 5 ranks, Must belong to a race with
Sorcerer as their favored class.

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Masterwork Monsters: Kobold Feats and Mutants
Benefits: When you wield a magic weapon Dragon Ancestry
to which you are attuned, you gain a +1 insight Your ancestry can be traced back to dragons and
bonus on attack and damage rolls. You must other draconic creatures.
spend at least 24 hours with a weapon before Prerequisites: Reptilian subtype, Charisma
you can attempt to attune to it. Attuning a 15+
weapon requires a successful Use Magic Device Benefit: You gain a +4 bonus to saving
check (DC 20). You can be attuned to only one throws against a single energy type of your
weapon at a time. choice (Acid, Cold, Fire, Sonic or Electricity)
and add a +2 modifier to the DC of any spell you
Bloodbind Items cast that possesses that energy descriptor.
By soaking a magic item with your own blood, Special: This feat my only be selected at 1st
you create a temporary bond that allows you to level.
better control its magic.
Prerequisite: Charisma 13, Use Magic Elusive Target [Fighter]
Device 4 ranks, Must belong to a race with You know how to use opponents as cover from
Sorcerer as their favored class. ranged attacks.
Benefits: By expending 1 hit point and Prerequisites: Dexterity 13, Mobility
taking a standard action to anoint a magic item Benefit: When fighting an opponent or
with your own blood, you form a bond that gives multiple opponents in melee, other opponents
you a +2 racial bonus when attempting to attempting to target the character with ranged
activate the item with the Use Magic Device attacks take a –4 penalty. This penalty is in
skill for the next hour. Multiple applications of addition to the normal –4 penalty for firing into
blood do not increase the bonus to the skill melee, making the penalty to target to character
check, but do increase the duration of the bond –8.
by 1 hour per hit point used. Special: An opponent with the Precise Shot
feat has the penalty lessened to –4 when
Deep Diver targeting the character.
Your ancient ancestors were amphibians, and
you inherited a little of the aquatic nature.
Ferocious Struggle
Prerequisites: Constitution 13, Reptilian You fight dirty and hit where it hurts when
subtype grappled.
Benefits: You can hold your breath for a
Prerequisites: Base attack bonus +1
number of rounds equal to three times your
Benefit: When attacking an opponent that is
Constitution score before you risk drowning.
holding you in a grapple, you inflict an
You also gain a +2 racial bonus to all Swim
additional 1d3 points of damage on a successful
checks due to your familiarity with aquatic
Normal: A creature can hold its breath for a
number of rounds equal to two times their Flame of Sorcery
Constitution score before they risk drowning. While you lack the talents of a fully-fledged
Special: This feat my only be selected at 1 st sorcerer, you are capable of manifesting some
level. low-level magical abilities.
Prerequisite: Charisma 13, Spark of
Sorcery, Spellcraft 9 ranks, Must belong to a
race with Sorcerer as their favored class.
Benefit: Select any 1st or 2nd level spell from
the sorcerer’s spell list. You may cast this spell

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Masterwork Monsters: Kobold Feats and Mutants
once per day. You suffer spell failure penalties The benefits of this feat stack with spell
for wearing armor. You are treated as a 5th level focus, spell penetration and other similar feats.
caster for all spell effects that depend on level Each time you use this feat, you suffer an
for both your new spell and the spells granted by amount of hit point damage equal to twice the
the spark of sorcery feat. level of the spell cast, including modifiers from
Spells gained from this feat are in addition Metamagic (if any).
to those gained from any arcane spellcaster Special: Hit point damage suffered by the
levels you have. use of this feat cannot be healed by magic of any
kind. Only natural healing can restore you to
Hedge Magic health. Because the bloodletting is considered
Your innate magical nature makes it possible to part of the spellcasting process, you do not have
craft alchemical items without formal training as to make a Concentration check.
a spellcaster.
Prerequisites: Charisma 13, Must belong to Power in the Blood
a race with Sorcerer as their favored class. Your innate connection to the flow of magic
Benefit: You may craft alchemical items increases the power of arcane items in your
with the Craft (Alchemy) skill even if you are possession.
not a spellcaster. Prerequisites: Charisma 15, Must belong to
a race with Sorcerer as their favored class.
Low Stance [Fighter] Benefit: All magic items in your possession
You develop a low, crouched combat stance that increase in caster level by 1. This may simply
provides less cover for larger opponents. make the magical effects of the item harder to
Prerequisites: Dexterity 15, Dodge, suppress (in the case of an item targeted with
Mobility, Elusive Target dispel magic) or it may increase the range and
Benefit: When you block an allies line of abilities of the item (in the case of a wand of
sight against an opponent you are fighting in magic missiles).
melee, you only provide a +2 cover bonus to Special: You may take this feat multiple
Armor Class to opponents up to one size- times. Each time the caster level of your arcane
category larger than you and no cover bonus to items increases by 1.
opponents two or more size categories larger
than you. Scamper
Normal: You provide a +4 cover bonus to Your size and lithe form give you the ability to
Armor Class when you block line-of-sight move quickly while attempting to hide or move
towards an opponent you’re engaging in melee. quietly.
Prerequisites: Move Silently 5 ranks, Hide
Magic in the Blood [Metamagic] 5 ranks, size Small or smaller
You can use magic inherent in your blood to Benefit: You may Hide and Move Silently
empower your spells. normally when moving up to your normal speed
Prerequisites: Ability to spontaneously cast Normal: Creatures attempting to Hide or
arcane spells of 2nd level or greater Move Silently at speeds greater than one-half
Benefit: You can increase the power of a their normal movement suffer a –5 penalty on
spell by sacrificing your own magic-fused blood, their check.
increasing the save DC of the spell by 2 and
gaining a +2 bonus to your Caster Level check
for the purpose of overcoming a creatures spell

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Masterwork Monsters: Kobold Feats and Mutants
Serpent Ancestry Synchronized Attack [Fighter]
Your ancestry can be traced back to snakes and You know how to use a momentary lapse in an
other serpentine creatures. opponent’s defense to your best advantage.
Prerequisite: Reptilian subtype Prerequisites: Dexterity 13, Intelligence
Benefit: Your sinuous form gives you a +4 13, Base Attack Bonus +2, Combat Reflexes,
racial bonus to escape artist checks. Your body Combat Expertise
quickly adapts to the effects of poison, giving Benefits: If you take a ready action to
you a +4 bonus to your Fortitude save when synchronize your melee attack on an opponent
resisting natural poisons. You are cold blooded, with that of another character, then you may
suffering a –2 penalty on all saving throws make your attack with all the benefits of
against Cold effects and suffering a –2 penalty flanking your target. This benefit occurs even if
to Dexterity when in temperatures below 40° you and the creature you are synchronizing your
Fahrenheit. attack with are standing side by side within 5
Special: This feat my only be selected at 1st feet of one another.
level. Special: If you are already flanking your
opponent with the creature you synchronize your
Sense Magic attack to, you gain an additional +2 bonus to
Your races innate connection to magic allows your attack roll.
you to sense the presence of magical power.
Prerequisites: Charisma 15, Wisdom 13, Swarm [Fighter]
Must belong to a race with Sorcerer as their You know how to use numbers to counter a lack
favored class. of size.
Benefit: If you handle an object for one Prerequisites: Base Attack Bonus +1
minute and make a successful Wisdom check Benefit: If your ally is attacking an
(DC 15) you can determine if the object has opponent at least one size-category larger than
magical qualities. This feat does not allow you you, you may use the aid another action to assist
to determine the power level or type of magic that ally with a grapple, bull rush or overrun
bound into an item. attempt.
Special: If three or more creatures with this
Spark of Sorcery feat use aid another to assist a single creature in
While you lack the talents of a fully-fledged a grapple, bull rush or overrun they are treated
sorcerer, you are capable of manifesting some as a creature one size category larger than the
minor magical abilities. smallest creature involved in addition to
Prerequisites: Cha 13+, Must belong to a receiving the normal +2 bonus for the aid
race with Sorcerer as their favored class. another action.
Benefit: Select two 0-level spells from the Normal: Aid another normally applies to
sorcerer’s spell list. You may cast these two skill checks, attack rolls or damage rolls rather
spells once per day each. You suffer spell than ability checks for combat maneuvers.
failure penalties for wearing armor. You are
treated as a 1st level caster for all spell effects Tail Attack
depending on level. This stacks with any arcane You have learned how to use your tail as an
spell caster levels you have. offensive weapon.
Prerequisites: Kobold, Dexterity 13+
Benefits: When using the full-attack option,
you can use your tail to make an extra melee
attack at your highest base attack bonus, but this
attack and all others made during the round
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Masterwork Monsters: Kobold Feats and Mutants
suffer a –2 penalty to hit. Alternatively, you Threatening Flurry [Fighter]
may choose to make a single tail attack at your You know how to draw attention away from
highest base attack bonus. your allies.
A kobold tail is a light weapon that has a Prerequisites: Charisma 15+, Bluff 5 ranks
reach of 5 feet and deals 1d2 points of damage Benefits: When you use the Aid Another
plus 1 ½ times the kobold’s Strength bonus. action to increase the attack roll or armor class
Tail attacks are considered unarmed attacks. A of another creature, they gain a +3 bonus instead
kobold who fails a trip attempt made with the of the normal +2.
tail is not susceptible to the usual retributive trip

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Masterwork Monsters: Kobold Feats and Mutants

Kobold Mutants
The arcane nature of many kobolds is the Amphibious (Ex): The mutant possesses gills
true key to their ability to adapt to any as well as lungs, allowing him to survive
environment. Through long-term exposure to indefinitely either on land or in water. He gains
natural effects, powerful dweomers or arcane a natural swim speed equal to his base
rituals, some kobolds have been known to movement, and gains a +8 racial bonus to all
literally change their physiology in order to Swim checks and can always take 10 when
match the demands of their environment. These swimming. Amphibious increases the mutant's
kobolds are known as mutants. CR by 1/3.
While most mutations occur over the course Bite (Ex): The kobold mutant has a natural
of several generations, there has been evidence bite attack that inflicts 1d4 + their strength bonus
that some kobold adepts and sorcerers have in damage. A bite attack increases the mutant's
managed to mutate entire tribes through CR by 1/6
powerful rituals or the careful application of
magical power. Regardless of the cause, a strong
link to magic is often at the heart of kobold Special Quality CR Modifier
mutation and it results in strange and unusual Amphibious +1/3
powers as often as it brings out new physical Bite +1/6
traits. Blindsight +1/3
Breath weapon +2/3
Chameleon skin +1/3
The Arcane Mutant [Template]
Arcane Mutate is a template that can be Change self +1/3
applied to any living, corporeal kobold. An Claws +1/6
arcane mutant uses all the kobold’s statistics and Climbing +1/6
abilities except as noted here. Combustion +2/6
Size and Type: The kobold’s type changes Damage reduction +1/3
to Monstrous Humanoid. Size is unchanged. Do 5/Magic
not recalculate base attack bonus or saves. Displacement +2/3
Challenge Rating: The arcane mutate starts Elemental blood +1/3
with a CR of ¼, with modifiers as noted under Energy resistance 10 +1/3
Special Qualities below. If the total CR modifier Ethereal jaunt +2/3
is a fraction, round up or down to the nearest Extra head +1/3
whole number; a kobold mutate that gains claws Fast healing 5 +2/3
(+1/6 CR), a breath weapon (+2/3 CR) and Flight +1/3
improved natural armor (+1/3 CR) has a total CR Improved natural ability +1/6
modifier of 1 once all modifiers are applied to Improved natural armor +1/3
the kobolds base CR. Paralyzing gaze +2/3
Special Qualities: An arcane mutate retains Poisonous bite +2/3
all the special qualities of the kobold. It may Quickness +2/3
also gain up to five special qualities, chosen Spell resistance +1/3
from the following list. Unless otherwise stated, Spell-like ability +1/3
each special quality may be taken only once: Scent +1/3
Tail Attack +1/6

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Masterwork Monsters: Kobold Feats and Mutants
Blindsight (Ex): Blindsight increases the last successful attack. The mutant can also light
mutant's CR by +1/3. flammable material with a touch. Combustion
Breath Weapon (Su): Once every 1d4 increases the mutant's CR by +2/3.
rounds, the kobold mutant can breathe a 30-foot Damage Reduction (Ex): The kobold mutant
cone of cold or fire, or a 60-foot line of acid or gains damage reduction 5/Magic. Damage
electricity. The breath weapon deals damage of reduction increases the mutant's CR by +2/3.
the appropriate energy type to all opponents Displacement (Su): The kobold mutant
within the effect, and the amount of damage is possesses a supernatural ability to bend light
equal to 1d6 per Hit Dice of the creature, to a around its body, making it difficult to pinpoint
maximum of 15d6 points. Targets who make a their exact location. Any melee or ranged attack
successful Reflex save (DC 10 + 1/2 kobold's directed at the creature has a 50% miss chance
HD + kobold's Con modifier) take half damage. unless the attacker can locate the creature by
Specify which breath weapon the kobold gains some means other than sight. A true seeing
when taking this mutation. A breath weapon effect allows the user to see the mutant’s
increases the mutant's CR by +2/3. position, but see invisibility has no effect.
Chameleon Skin (Su): The kobold mutant Displacement increases the kobold mutant’s CR
has the ability to change the color of his skin in by 2/3.
order to match his surroundings, giving him a +8 Energized Blood (Ex): The kobold mutant
racial bonus to all Hide checks. Chameleon skin has blood that is fused with the elemental power.
increases the mutant's CR by 1/3. The arcane kobold must choose from burning
Change Self (Su): The kobold mutant can blood (fire damage), cold blood (cold damage),
assume the shape of any small or medium earth blood (acid damage) or storm blood
humanoid. In humanoid form, the mutant loses (lightning damage). Each time the mutant takes
any natural attacks or abilities. The mutant can damage, it deals energy damage to all adjacent
remain in its humanoid form until it chooses to creatures and objects as it splatters blood on
assume a new one. A change in form cannot be them. The amount of damage equals 1d6 per 3
dispelled, but a mutant reverts to its natural form Hit Dice of the kobold (rounded down), to a
when killed. A true seeing or ability reveals its maximum of 5d6 points. A successful Reflex
natural form. Change self increases the kobold save (DC 15) halves the damage. Elemental
mutant's CR by +1/3. blood increases the mutant's CR by 1/3.
Claws (Ex): The mutant has two natural Energy Resistance (Ex): The kobold mutant
claw attacks that inflict 1d3 + Strength bonus in gains resistance 10 to one type of energy (acid,
damage on a successful strike. Claw attacks cold, electricity, fire, or sonic/concussion).
increase the mutant's CR by +1/6. Energy resistance increases the mutant's CR by
Climbing (Ex): The mutant possesses natural +1/3. This special quality may be taken multiple
suction or climbing claws that give it a climb times. Each time it is taken, it applies to a new
speed equal to their base movement, as well as a energy type.
+8 racial modifier on Climb checks and may Ethereal Jaunt (Su): The mutant can shift
always take 10 while climbing. Climb increases from the ethereal plane to the material plane as a
the creatures CR by +1/6 free action, and shift back against as a move
Combustion (Su): Anyone the mutant action. The ability is otherwise identical to the
touches must make a Reflex save (DC = 10 + ½ ethereal jaunt spell (caster level 15th). Ethereal
the kobold's Hit Dice + the kobold's Con jaunt increases the mutant's CR by 2/3.
Modifier) or take an extra 1d8 points of fire Extra head (Ex): The mutant has an
damage as their clothes ignite or their armor additional head, giving it two sets of eyes and
becomes searingly hot. The damage continues two brains when controlling its actions. The
for an additional 1d4+2 rounds after the mutant's mutant gains a +2 racial bonus to Listen, Spot

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Masterwork Monsters: Kobold Feats and Mutants
and Search checks and can fight with two one- Poisonous Bite (Ex): The mutants bite attack
handed weapons without suffering the normal is poisonous. (Only kobold mutants with a bite
penalties to attack and damage rolls for wielding attack can gain this ability.) A successful
two weapons. An extra head increases the Fortitude save (DC 10 + 1/2 the creature’s Hit
mutant's CR by 1/3. Dice + the creature’s Con modifier) negates the
Fast Healing (Ex): The kobold mutant has effect. The poison’s damage can vary, as shown
fast healing 5. Fast healing increases the mutant's below; either roll on the random poison table or
CR by +2/3. choose the type that best suits the creature. A
Flight (Ex): The mutant possesses a pair of poisonous bite increases the mutant's CR by
bat-like wings that gives it a base fly speed of 60 +2/3.
feet and a maneuverability of poor. Flight Quickness (Su): Although the kobold mutant
increases the mutant's CR by 1/3. may not be particularly dexterous, they move
Improved Natural Ability (Ex): Increase the with supernatural speed and quickness. It can
base creature's Strength, Dexterity, Constitution take an extra standard action or move action
or Charisma by +4. This increases the mutant's during its turn each round. Quickness increases
CR by 1/6. This special quality may be taken the mutant's CR by +2/3.
multiple times. Each time it is taken, it must be Spell Resistance (Ex): The kobold mutant
applied to a different ability score. gains spell resistance equal to 5 + its Hit Dice.
Improved Natural Armor (Ex): Increase the Spell resistance increases the mutant's CR by
base creature’s natural armor by +3. This +1/3.
increases the creature’s CR by +1/3. Spell-Like Abilities (Sp): The kobold mutant
Natural Invisibility (Su): The mutant is gains the use of one sorcerer spell of 2nd level or
naturally invisible, constantly hidden from sight lower. It can use this spell three times a day as a
and able to remain invisible even when spell-like ability, with a caster level equal to its
attacking. This ability is inherent and is not character level. This ability increases the
subject to invisibility purge. Natural invisibility mutant's CR by +1/3.
increases the mutant's CR by +2/3. Scent (Ex): This ability increases the
Paralyzing Gaze (Su): The mutant gains the mutant's CR by +1/3.
ability to paralyze another creature with its gaze, Tail Attack (Ex): The kobold mutant has a
freezing them in place and leaving them unable large, mace-like tail that can be used against
to take physical actions for 2d4 rounds. The opponents. The tail inflicts 1d4+ 1-1/2 times the
paralyzing gaze has a range of 30 feet. A creature’s strength bonus in damage. The tail
successful Fortitude save (DC 10 + ½ the attack increases the mutant's CR by 1/6.
creatures Hit Dice + the creatures Con modifier) Feats: A kobold mutant may replace one of
negates the effect. A paralyzing gaze increases its base feats with one of the following feats,
the mutant's CR by +2/3. even if it does not ordinarily meet the
prerequisites for the feat: Arcane Leech, Arcane
Random Poison Table Resistance, Arcane Smite, Attune Weapon, Deep
Roll d% Initial Damage Secondary Diver, Draconic Ancestry, Multiattack, Power in
Damage the Blood, Scamper, Sense Magic, Serpent
01–17 1d6 Str 1d6 Str Ancestry, Spark of Sorcery, Tail Attack.
18–34 1d6 Dex 1d6 Dex
35–50 1d4 Con 1d4 Con
51–67 2d4 Wis 2d4 Wis
68–84 2d4 Cha 2d4 Cha
85–100 None Paralysis
1d6 hours
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Masterwork Monsters: Kobold Feats and Mutants

Quick Kobold Mutant

The following mutants are designed to give you The Black Scale Kobold
quick and easy templates to work form, as well Mutations: Bite (+1/6), improved natural armor
as giving you some insight into how kobold (+1/3), improved natural dexterity (+1/6),
mutants may fit into your game. poisonous bite (+2/3), quickness (+2/3)
Description: These kobolds are descended
The Stone-Tree Tribe from a long line of serpents, and have been
Mutations: Petrifying Gaze (+2/3), Climbing known to work alongside human cults
(+1/6), Improved Natural Dexterity (+1/6) venerating gods such as Set who choose the
Description: Kobolds of the Stone-Tree snake as their favored animal. Black Scale
tribe are the result of intentional mutation, kobolds like to think of themselves as the
developed after their shaman ritually bathed descendents of cobras rather than dragons, and
each member of the tribe in the blood of a many train to become assassins in honor of their
defeated basilisk and used eldritch rituals to ancestors.
create a new breed. They are primarily arboreal, Kobold Mutant Warrior 1; CR 2; Small
and the tribe has long ago developed long limbs humanoid (Reptilian); HD 1d8; hp 4; Init +3;
and tails to assist them in their tree-bound Spd 30 ft.; AC 20 (+1 size, +3 Dex, +4 natural,
lifestyle. +2 leather); BA +1, Grap –4; Atk +1 melee
Kobold Mutant Warrior 1; CR 1; Small (1d4-1 plus poison, bite) or +5 ranged (1d4, 19-
Humanoid (Reptilian); HD 1d8; hp 4; Init +3; 20; light crossbow); Full Atk +1 melee (1d4-1
Spd 30 ft., Climb 30 ft.; AC 17 (+1 size, +3 Dex, plus poison, bite) or +5 ranged (1d4, 19-20; light
+1 natural, +2 leather), touch 14, Flat-footed 12; crossbow); SA: Poisonous bite; SQ Darkvision
BA +1; Grap –4; Atk +1 melee (1d6-1/x3; spear) 60 ft., light sensitivity, quickness; SV Fort +2,
or +5 ranged (1d3; sling); Full Atk +1 melee Ref +3, Will –1; AL NE; Str 9, Dex 17, Con 10,
(1d6-1/x3; spear) or +5 ranged (1d3; sling); SA Int 10, Wis 9, Cha 8.
Petrifying gaze; SQ Darkvision 60 ft., light Skills and Feats: Craft (Trapmaking) +2,
sensitivity; SV Fort +2, Ref +3, Will –1; AL LE; Hide +8, Listen +2, Move Silently +4,
Str 9, Dex 17, Con 10, Int 10, Wis 9, Cha 8. Profession (Miner) +2, Search +2, Spot +2;
Skills and Feats: Climb +7, Craft Serpent Ancestry
(trapmaking) +2, Hide +8, Listen +2, Move Poisonous Bite (Ex): Fortitude DC 11
Silently +4, Profession (Miner) +2, Search +2, negates. Initial and secondary damage 1d4 Con.
Spot +2; Alertness. Quickness (Su): A black scale kobold
Paralyzing Gaze (Su): Paralysis 2d4 rounds; mutant can take an extra standard action or
range 30 feet, Fortitude DC 10 negates. move action during its turn each round.

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Masterwork Monsters: Kobold Feats and Mutants
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any Open Game Content that you Use. No terms may be added to or System Reference Document Copyright 2000-2003, Wizards of the
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5.Representation of Authority to Contribute: If You are contributing Fantasy Player’s Companion: Evokers – Weavers of Destruction
original material as Open Game Content, You represent that Your copyright © 2004 Patrick Younts, published by Ronin Arts –
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Requiem for a God © 2002, Monte J. Cook.
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NOTICE portion of this License to include the exact text of the Masterwork Monsters: Kobold Feats and Mutants © 2005, Peter M. Ball
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