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KOBOLD

Most kobolds revere chromatic dragons. Relatively to be caught in a breath weapon attack that will allow
few kobolds get along with or serve metallic dragons, it to use channel lishtraing. Otherwise, it uses electrify
but those that do are often a cut above the rabble to guard its master's flanks or enters melee if it has
that sides with the chromatics. Such kobolds are not nothing else to do.
common fodder, monsters that run when an ally falls
in combat. They are encountered along with metallic Dragonkin Zealot Level 5 Writer
dragon masters or powerful servitors of those mas- Small n LIP iSi 111.1111allOid. knhold ire tile) XP 200
ters. When they team up with other kobolds, they Initiative +10 Senses Perception 4 8, darkvision
usually lead their inferiors. HP 49; Bloodied 24
AC 20; Fortitude 16. Reflex 19. Will 16
Resist 5 lightning
DRAGONKIN KOBOLD Speed 6
A DRAGON KIN KOBOLD BINDS itself to the service of a (.-D Dagger (standard; at-will)
+11 vs. AC: 2d4 + 4 damage.
dragon, sealing its allegiance by grafting one of its
Qr Shuriken (standard; at-will)
master's discarded scales into the flesh of its chest. It
Ranged 6112; 1 . 10 vs. AC; 1d6 + 6 damage.
gains powers tied to its master's elemental energy. but Run Away and Hide (Immediate reaction, when the dragonkin
surrenders its individuality and free will. zealot takes damage: recharges when the zealot uses electric
Dragonkin kobolds were introduced in Draconomi- zeal)
con: Chromatic Dragons. The kobolds presented here The dragonkin zealot shifts its speed. If it reaches a square
are suitable for an iron or bronze dragon. You can where it has cover or concealment, it can make a Stealth check
to become hidden.
customize dragonkin kobolds by changing the energy
Electric Zeal (minor: recharges when the zealot uses run away and
they wield to match the breath weapon of the dragon
hide) + Lightning
they serve. The dragonkin zealot deals 3d6 extra lightning damage on
melee attacks until the start of its next turn.
Dragonkin Channeler Level 5 Controller Shifty (minor: at-will)
Small natural humanoid. kobold (re.tile) XP 200 The kobold shifts 1 square.
Initiative +5 Senses Perception +4; darkvision Trap Sense
HP 61; Bloodied 30 A kobold gains a 4 2 bonus to all defenses against traps.
AC 19; Fortitude 16, Reflex 18, Will 17 Alignment Unaligned Languages Common, Draconic
Resist 5 lightning Skills Stealth +11
Speed 6 Sir 10 (+2) Des 19 (+6) Wis 13 (+3)
1+ Shocking Staff (standard: at-will) + Lightning r.,-. 111...11 Inc 31 r411 ri.ft in r_a -n

+9 vs. Reflex; 1d6 + 3 lightning damage, and the target is dazed Equipment leather armor, dagger, S shuriken
until the end of the knhold's next turn.
Pr Channel Lightning (immediate reaction, when attacked with a
lightning power; at-will) Lightning
DRAGONKIN ZEALOT TACTICS
The zealot spies on intruders in a dragon's territory,
The channeler uses the lightning around it to charge its shocking
staff and make an attack: ranged 10; -F9 vs. Reflex; 3d6 1 3 trailing them in secret until it is time for an assault.
lightning damage. The dragonkin zealot enters battle near cover or
.-g• Electrify (standard; recharge II ) + Lightning, Zone concealment so it can use electric zeal to empower its
Area burst 2 within 10; +9 vs. Reflex; 1d6 + 3 lightning damage, attack before dashing away and hiding.
and the target is dazed (save ends). Effect: The area becomes a
zone of difficult terrain until the start of the channeler's next
Dragonkin Champion Level 7 Brute
turn. Each creature that enters the zone takes 5 lightning
Small natural humanoid. kobold (re tile) till'
damage.
Initiative 16 Senses Perception +5: darkvision
Shifty (minor; at-will)
HP 94; Bloodied 47
The kobold shifts 1 square.
AC 18; Fortitude 19. Reflex 18. Will 17
Trap Sense
Resist 5 lightning
A kobold gains a +2 bonus to all defenses against traps .

Speed 6
Alignment Unaligned Languages Common, Draconk
G.) Spear (standard; at-will) + Weapon
Str 10 (42) Des 17 •5) Wis 15 i441
+10 vs. AC; 2r16 1 6 damage.
Con 13 (+3) lot 10 (*2) Cha 14 (+4)
Equipment leather armor. staff
4 Shocking Spear (standard; recharges when the kobold's dra rani
master uses breath weapon) + Lightning. Wearion
The kobold makes two attacks: reach 2:110 vs, AC; 3d6 -i 6
DRAGONKIN CHANNELER TACTICS lightning damage .
A channeler wields its draconic master's elemental Draconic inspiration

energy through a mystic connection. In battle, the A kobold deals 1d6 extra lightning damage against any creature
adjacent to one of the kobold's dragon allies.
dragonkin stays near its master's enemies, hoping

CHAPTER 4 I New Monsters


ENCOUNTER GROUPS
Dragonkin kobolds live only to serve their masters' 0
wishes.

Level 8 Encounter (XP 1,900)


+ 3 dragonkin kobold champions (level 7 brute)
+ 1 young cobalt dragon (level 5 solo controller)

Level 9 Encounter (XP 2,100)


+ I dragonkin kobold channeler (level 5 controller)
+ 2 dragonkin kobold zealots (level 5 lurker)
+ 1 young bronze dragon (level 7 solo brute)

WYRMGUARD KOSOLD
BRAVE AND TRUSTWORTHY (by kobold standards),
wyrmguard kobolds guard their dragon masters
zealously. Wyrmguards single out one creature or
object—usually a dragon. one of the dragon's lieu-
tenants. or one of its prized possessions—to protect,
forcing enemies to take care of them before harming
those they guard.
Wyrmguard kobolds wear armor decorated with
runes of warding. Their gear is a combination of mun-
dane items and magic tools—all wyrmguards practice
some amount of magic.

Wyrmguard Sentinel Level 7 Soldier


Small natural humanoid, kobold ire stile) sill)
initiative i 8 Senses Perception +6; darkvision
HP 80; Bloodied 40
AC 73: Fortitude 20, Reflex 19. Will 19
Speed 6
Dragontooth Spear (standard: at-will) + Weapon
+ 14 vs. AC; 2d6 2 damage. and the target is marked until the
Shift], (minor: at-will)
end of the sentinel's next turn.
The kobold shifts 1 square.
Senti nel's Ward (minor: at-will)
Trap Sense
The wyrmguard sentinel designates an ally or object within 10
A kobold gains a +2 bonus to all defenses against traps.
squares as Its ward, and any creature it was already warding is
Alignment Unaligned Languages Common. Draconic
no longer its ward. The ward takes half damage from creatures
Str 19 (+7) Dee 17 (+ 6) Wis 16 it S)
marked by the sentinel .
Con 14(+5) Int 12 (+4) Cha 10 (+3)
Combat Superiority
Equipment spear
A sentinel has a +3 bonus to attack rolls on opportunity
attacks. If a move provoked the attack, an enemy struck by
DRAGONKIN CHAMPION TACTICS the wyrmguard's opportunity attack stops moving. If it still has
Dragonkin champions fight poorly when caught actions remaining. the enemy can use them to resume moving.
away from their draconic masters. When in their Shifty (minor: at-will)
The sentinel shifts 1 square.
preferred circumstances, dragon kin champions fight
Trap Sense
more shrewdly than most brutes, waiting until their A sentinel gains a +2 bonus to all defenses against traps.
masters have pressed the enemy before engaging in Alignment Unaligned Languages Common, Draconic
melee. They use shy-ty to avoid becoming trapped, Str 19 l+7) Dex 16I+6) Wis 16 (+6)
knowing that the longer they survive, the more harm Con 16 (t6) Int 10 (+3) Cho 13 1+41
they'll be able to inflict on their master's enemies. Equipment scale armor. dragontooth spear

DRAGONK1N KOSOLD LORE WYRMGUARD SENTINEL TACTICS


Nature DC 12: Dragonkin kobolds protect the A wyrmguard sentinel stands tireless guard or walks
lairs and interests of dragons. Each kobold has a scale regular patrols near a place or object it protects. It
From its master permanently embedded in its chest. A attempts to keep foes nearby using combat superiority.
dragonkin kobold is fanatically loyal and thinks noth- Sentinel's ward allows a sentinel to protect one ally at
ing of sacrificing itself for its master's sake. a time. Frequently, wyrmguard sentinels are grouped

CHAPTFk 4 I New P4onsters


with leaders, who keep them alive in exchange for the Different scouts use different damage types. The
protection they provide. example scout's damage type is based on using it with
a mercury dragon, but it can change to fit alongside
Wyrmguard Scout Level 9 Artillery other dragons.
Small natural humanoid. kobold (reptile) NP10()
Initiative -11 Senses Perception -12; darkvision
HP 75; Bloodied 37
WYRMGUARD LORE
AC 21; Fortitude 19, Reflex 22, Will 20
Arcana or Nature DC 14: Wyrmguard kobolds
Speed 6 are normally used as bodyguards for their creators or
® Dagger (standard; at-will) + Weapon assigned to guard a specific location, individual, or
-16 vs. AC; 2d4 + 3 damage. treasure. Some have been assigned to guard a drag-
Dragon Bolt (standard; at-wall+ Poison 8111 on's clutch of eggs.
Ranged 20; +14 vs. Reflex; 2d6 + S poison damage
Arcana or Nature DC 19: Wyrmguard kobolds
-* Dragon Clash (standard; targets enemies; recharges when the
guard those they admire and learn minor magic that
scout's ward is damaged by an enemy) + Poison
Area burst 1 within 20; -I-12 vs. Fortitude: 3d6 + 5 poison
lets them place protective wards_ When they are
damage. without dragons or leaders to guard. they guard each
Scout's Ward (minor; at-will) other effectively. Most wyrmguard kobolds serve
The wyrmguard sentinel designates an ally or object within 10 dragons, and might be encountered alongside them.
squares as its ward, and any creature it was already warding is
no longer Its ward. The scout deals 2d6 extra damage against
the enemy nearest to Its ward.
ENCOUNTER GROUPS
Shifty (minor; at-will) Wyrmguards are usually found in mixed groups of
The scout shifts 1 square. creatures, all loyal to the same dragon. It's rare to find
Trap Sense more than a couple of'wyrmguards in a single group
A scout gains a +2 bonus to all defenses against traps. of monsters—and they aggravate players if too many
Alignment Unaligned Languages Common, Draconic appear in the same encounter.
Sir 10 (+4) Dee 20(+9) Ms 17 (+7)
Con 15 (+6) Int 12 (+51 Cha 15 (+6)
Equipment leather armor, dagger
Level 7 Encounter (XP 1,600)
+ 2 wyrmguard sentinels (level 7 soldier)
+ 1 young cobalt dragon (level 5 solo controller)
WYRMGUARD SCOUT TACTICS
Scouts prefer to remain at the outer edge of their
Level 9 Encounter (XP 2,300)
range, usually on ledges or other high terrain, sniping
+ 2 clragonborn gladiators (level 10 soldier, MM 86)
at foes while their allies move in closer. They choose
+ 1 portal drake (level 10 controller, Draconomicon:
wards as early as possible, and then concentrate on
Chromatic Dragons. page 223)
protecting their wards using dragon cloth when pos-
+ 2 wyrmguard scouts (level 9 artillery)
sible (even if they can hit only one target) and dragon
boll the rest of the time. C

CHAPTER 4 I New Monsters

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