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Kobolds revere Dragonborn as verifiable demigods, and

Kobold Dragons as the most powerful beings in existence. They fear


"Rare is it when us Kobolds are found intimidating, often no Dragon, and if it chooses to kill them they see it as them
being looked down on by surface dwelling creatures. Little having done something to upset the god and take it willingly
does the surface know what goes on beneath its small portion as punishment. They would never willingly hurt a Dragon, but
of the world. Underneath the minuscule part of this existence would hurt a Dragonborn if they were from another clan of
is a large thriving community of us Kobold people, making Kobolds. They hope to be able to somehow gain the power of
dens larger than they could possibly imagine. We have a becoming one of these gods.
natural skill for building winding dirt made corridors and Kobolds would get annihilated if they were to live their lives
stone halls. We have managed to learn to tunnel so well that on the surface, because of enemies who have far more
the mere thought of something along the lines of a collapse is strength then them. So instead, they take refuge under the
considered a joke. People consider us Kobolds to be a ground. Making elaborate tunnels and rooms that are filled to
primitive, dumb creatures; however, what they don't know is the brim with traps meant to combat against intruders. After
the fact we have mastered survival. From our years of fighting enough time of making tunnels, people have recognized their
back against our predators, we have learned that our size can skill for even a fraction of what it's worth. Kobolds send
be used as an advantage. It has allowed us to slice at their legs diplomats and negotiate with surface dwellers to do tasks for
and set up traps where they can not see us, to better gain an them, such as make irrigation systems or help them with cave
upper hand. We have learned how to hunt in packs, negotiate ins, for a price of course. However, the one thing they will
with surface dwelling scum, and to expertly craft traps, for never deal with, is Gnomes.
those dumb enough to peruse our massive dens." A short temperament
Physical Description Centuries ago, there was a Kobold who was aspiring to be
Kobolds are small bipedal reptilian creatures with scales that exhausted to Godhood. He was seen as the one who would
offer little or no defense. They range from two to three feet ascend all other Kobolds and become one more powerful than
tall, and the average around twenty five pounds, being about any other. In his time in the world he had expanded the
forty five pounds at their absolute heaviest. They have a lean Kobolds across more faces of the Earth than any other Kobold
build that doesn't offer any benefits to their strength, but before him. He seemed to be unstoppable in his exploration
allows them to be fairly agile. capabilities. His name, was Kurtulmak.
They have multiple colors of scales that they can have, but However, one day arose when he came across a new
only one color at a time. They share similar colors to territory of land. It seemed like it had recently been inhabited,
Dragonborn, and depending on the clan determines their but the Kobold people couldn't find anyone in sight. Once they
scale color. They vary from shades of rosy red, to the muddy left the area, the Gnomes came out of hiding. The gnomes had
colors of swamp green, or the beautiful colors of the sky. The hidden themselves out of fear of this Draconic race, and in
full list of colors they can be is blue, red, green, white, yellow, doing so the Kobolds were now planning to take their land. A
black, or any color in between those. leader of the Gnomish people, Garl Glittergold, devised a plan
to rid their people of the Kobolds.
The varying colors they have serve no purpose except the On one of the following days, Kurtulmak scouted ahead to
fact that it helps them all distinguish what clan they hail from. make sure there were no inhabitants there. He saw one
The scales have no actually effect on how they deal with person around his height, and he chased after them. He
elements, but is from their years of seclusion from the other wanted to take their land, but he wanted to see if he could be
clans that makes them segregated to those colors. Ateirn are their ally before he plundered their lands. The gnome ran into
red, Edar are green, Leirith are yellow, Mejir are black, Neitl a cave, and he chased in after them. The Gnome took a right,
are white, and Tihuirl are blue. and Kurtulmak followed them, but they suddenly disappeared.
A Kobolds Life He turned around, and saw the exit was sealed off. Before he
had realized what had happened, Kurtulmak became
The life of a Kobold is one where they are surrounded by a entrapped in a maze to stay in for all eternity.
community that cares for the protection of every Kobold. The Without their leader, the Kobolds fell into disarray. The land
Kobolds weak physical builds they have to make sure they had stolen or explored into was taken, and in a last ditch
everyone within their community is fine or else they may be effort they split into several groups to run into the nearest
doomed. Kobolds do not have husbands or wives, instead caves or holes they could find. Seeing no better option, they
when they find it necessary for survival they will breed, and decided to start digging, and deeper they went into the Earth.
have eggs. When they lay the eggs, they put them in a All the groups believed they should handle this situation
community nest. Once they hatch from their egg, the Kobold differently, so they all separated into clans and started
is raised by the entire society and people specifically tasked worshiping different Gods from one another. One thing was
with looking after the small children. As soon as they are common among all them however, they hated Garl Glittergold
born, they are assigned a name, either from their appearance and any Gnome in their path. Some say that Kurtulmak is still
or for whatever job they are lacking people in currently. wandering that maze to this day, searching for a way out to
sick his revenge upon Garl Glittergold, the Gnomes, and his
gods for abandoning him to that maze.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Kobold Names Kobold Traits
Kobolds revere the Dragonborn people as demigods, because Kobolds are experts at traps and creating tunnels. They use
of their powerful builds and close relation to actual dragons. their brains, numbers, and agility to outsmart stronger races.
This means that because the Kobolds want to be as close as Ability Score Increase. Your Dexterity score increases by
they can to the Dragonborn and dragons, they use their names 2, and your Intelligence score increases by 1.
to name those who are heroic in their eyes. Age. Kobolds reach adulthood at age 6 and can live up to
The Kobold people can be revered as heroes with either 120 years but rarely do so.
gender, and can be given any job. This leads the particularly Alignment. Kobolds are fundamentally selfish, making
legendary Kobolds to have more powerful names, despite them evil, but their reliance on the strength of their group
what their gender is. They see no shame in the rankings of makes them trend toward law.
what their jobs may be, since it is purely based off of what Size. Kobolds are between 2 and 3 feet tall and weigh
they were assigned to at the time with what was needed. between 25 and 35 pounds. Your size is Small.
At birth the Kobolds are given a name based on whatever Speed. Your base walking speed is 30 feet.
role they may be possibly assigned to, being based off of Darkvision. Your races years under the ground have taken
what's needed. If they have ever done something particularly effect on your eyes, they have adapted to being in the
heroic, their name will be replaced by that of one of their darkness. You can see in dim light within 60 feet of you as if it
believed demigods or gods. They attempt to use creativity were bright light, and in darkness as if it were dim light. You
when naming them based off the job, though some of them can't discern color in darkness, only shades of gray.
may be far too literal. Trap Master. From years of trapping your underground
Kobolds give their names in order of Clan names, then tunnels, you now are able to better recognize and deal with
either their birth name or their heroics name, depending on traps. You gain advantage on creating and disarming traps. On
which they have been given. top of this you gain the Dungeon Delver feat (See PHB
Birth Names: General names are defining features of what Pg.166).
they look like, such as; Tallone, Oneeye, Greenskin, Ahkchoo, Revised Pack Tactics. If at least one of your allies is not
Snaggletooth, Tailless, or Softscale. incapacitated and within 5 feet of your target, you ignore
Hunter Names: Hunter names are other predatory disadvantage on your attack rolls.
animals, usually related to lizards (with some exceptions) Nimble Hands. You gain proficiency with Tinkers Tools
such as; Raptor, Gator, Komodo, Cobra, Deinonychus, Hawk, and Thieves Tools.
or Viper. Languages. You can speak, read, and write Common and
Digger Names: Digger names are different minerals, rocks, Draconic.
and gems. Such as; Ruby, Emerald, Bloodstone, Carnelian,
Sunstone, Jasper, Agate, Alabaster, Diorite, Granite, or Cobalt. Other information
Trapper Names: Trapper names are typically linked to various
forms of traps, such as; Conibear, Snare, Steel-Jaw, Pad, Cage, Some text (Size, Ability Score Increase, etc.) are all from the
Cable, or Foothold. officially text, while other parts I made.
Negotiator Names: One of the most uncommon type of Version 1.1.2 version of the race. Changes include:
Kobold, these ones talk with surface dwellers to keep the -Removal of Sunlight Sensitivity.
peace. Names are usually be more straight forward such as; -Removal of Burrowing and an increase of 5 ft. to Speed.
Peacekeeper, Humanspeaker, Quicktalker, Silvertongued, or -Rebalancing of Pack Tactics.
the very literal Negotiator. I did run the changes by a group to work on balancing.
Scavenger Names: The Kobolds that are given these Dragon names are from the Dragon D&D Wikipedia page,
names are assigned to collecting the food from the hunters, and the clan names are from 3.5e except Ateirn.
and 'Scavenging' from surface dwellers. They are given the Done with help by the people of the Pair'o'dice and Discord
names of what they might be collecting such as; Venisonhide, of Many things discord communities.
Shelfitem, Bearmeat, Smallbook, Berrybush, Throwrug, I am in no way claiming I created the concept or lore of the
Wolfpelt, Onesock, Lizardscale, Lessercoin, or Cowleather. Kobold, I simply created what is in my opinion a better
Miscellaneous Names: This group is the types of Kobolds balanced and flavored version of the Volo guides to monsters
with the smaller more oddball jobs, such as; Eggkeeper, version of the race.
Foodmaker, Watcher, or tasks of that sort.
Heroic Names: These names are only given to those who
have done something of high regard, or to the newest hatched
Kobold. Kobolds believe in reincarnation for the great, so
when a Hero has died it is believed he is hatched again. These
names are those of dragons or Dragonborn, but not limited to
them. They could be any of the following; Bahamut, Tiamut,
Aasterinian, Chronepsis, Faluzure, Kurtulmak (This one can
be used positively or negatively, depending how the Kobold
did), Gaknulak, or Dakarnok.
Clan Names: The list of the main Kobold clans are as
follows; Ateirn, Edar, Leirith, Mejir, Neitl, or Tihuirl.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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