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===Kobold (Variant) Lore===
 
===Kobold (Variant) Lore===
A character knows the following information with a successful <!--appropriate skill--> check.
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A character knows the following information with a successful Arcana or Nature check.
:'''DC 15:''' <!--information-->
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:'''Nature DC 15:''' Kobolds are just as adabtable as any other race, and this is especially true in the case of finding more ways to take on hordes of enemies or to just intimidate the common folk. The brutes are the workhorses of the kobold militias, as they punch their way through the ranks with their mighty fists and earth-shattering stomps.
:'''DC 20:''' <!--information-->
+
:'''Arcana DC 15:''' Dragon Sorcerers are arcane fetters-- willing to educate themselves about the powers of the dragons and their influence upon the world at large. They are themselves scholars as they are combatants.
:'''DC 25:''' <!--information-->
+
:'''Nature DC 20:''' Kobold Battle chiefs are mighty leaders of many dragonshield brigades, and will come into battle with a horde of dragonshields and sometimes one dragon rider. They lead the way by encouraging their allies to press on, even when the situation is dire.
 +
:'''Arcana DC 20:''' Great leaders often represent themselves amongst the ranks. As Murkultak was Kurtulmak's personal assassin and bodyguard, Malgeby is the loremaster of all Kurtulmak's resources fall upon. Malgeby is a wicked wizard with many tricks and challenges up his sleeves.
 +
:'''Nature DC 25:''' Sometimes, a kobold loves to play games with other creatures, so the dragon rider paved the way to initiate combat differently. They appear on the backs of dragon or dragon-like beasts most of the time, and their innate ability allows them to ride such creature without worry. This proves their natural talent of adaptability.
 +
:'''Arcana DC 25:''' Some kobolds have learned to tap int the divine and sometimes primal resources of the world to draw about them the spirits of their fallen kin. Thus the spirit caller was called in to act as a barrier between the armies and their own souls. The spirits they draw upon are simple ghost with nothing more than pure vengeance on their minds.
  
 
===Encounter Groups===
 
===Encounter Groups===

Revision as of 02:50, 19 February 2011

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Author: Xeadin (talk)
Date Created: 2-17-11
Status: lore, encounter groups
Editing: Clarity edits only please
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Kobolds (Variant)

Kobolds are dinosaur-like reptilian humanoids that are extremely dexterous and clever trapmakers. Some kobolds have evolved more idealistic approaches to acquiring new combat skills, such as mounting on the backs of dragons, leading a battalion of kobold underlings, or summoning kobold spirits to harry their foes.

Kobold Skirmisher (Variant)

Kobold Skirmisher
Level 11 Skirmisher
Small Natural Humanoid
XP 600
Initiative +11 Senses Perception +6; darkvision
HP 110; Bloodied 55
AC 25; Fortitude 19, Reflex 21, Will 20; see also trap sense
Speed 7
BasicMelee.png Spear (standard; at-will) ♦ Weapon
+16 vs. AC; 2d6 +5 damage
Ranged.png Javelin (standard; at-will) ♦ Weapon
+16 vs. AC; ranged 5/10; 1d8 +5 damage
Combat Advantage
The kobold skirmisher deals an extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
The kobold shifts 1 square
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +12; Stealth +14; Thievery +14
Str 12 (+6) Dex 18 (+9) Wis 12 (+6)
Con 14 (+7) Int 7 (+3) Cha 17 (+8)
Equipment Hide armor, spear, 5 javelins

Kobold Skirmisher Tactics

Like its lesser counterparts, kobold skirmishers take advantage of its environment to hole their enemies into a tight group to use Mob Attack.

Kobold Dragonshield (Variant)

Kobold Dragonshield
Level 12 Soldier
Small natural humanoid
XP 700
Initiative +11 Senses Perception +8; darkvision
HP 119; Bloodied 59
AC 28; Fortitude 21, Reflex 21, Will 20; see also trap sense
Resist 10 (damage type of dragon served)
Speed 6
BasicMelee.png Short Sword (standard; at-will) ♦ Weapon
+19 vs. AC; 2d6 +5 damage, and the target is marked until the end of the kobold dragonshield’s next turn.
Melee.png Iron Bulwark (Standard; encounter) ♦ Weapon
+19 vs. AC; 3d8 +5 damage, and the dragonshield gains a +2 bonus to AC until the end of its next turn.
Dragonshield Tactics (Immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
The kobold dragonshield shifts 1 square.
Mob Attack
The kobold dragonshield gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
The kobold shifts 1 square
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +12; Stealth +14; Thievery +14
Str 17 (+9) Dex 17 (+9) Wis 15 (+8)
Con 15 (+8) Int 11 (+6) Cha 13 (+7)
Equipment Scale armor, heavy shield, short sword

Kobold Dragonshield Tactics

Like their lesser counterparts, dragonshields keep the fight away from their weaker allies to take advantage and to turn the tide against their enemies whenever they get the chance. They are fierce fighters, and they will fight to the death if they have to.

Kobold Dragon Sorcerer

Kobold Dragon Sorcerer
Level 13 Artillery (Leader)
Small natural humanoid
XP 800
Initiative +8 Senses Perception +8; darkvision
HP 100; Bloodied 50
AC 25; Fortitude 21, Reflex 20, Will 21; see also trap sense
Resist 10 (damage type of dragon served)
Speed 6
BasicMelee.png Wyrmstaff (standard; at-will) ♦ Fire, Weapon
+20 vs. AC; 1d10 +5 damage, plus ongoing 10 Fire damage (save ends).
Close.png Wyrmstaff Shockwave (standard; at-will) ♦ Thunder
+16 vs. Reflex; Close Burst 3; 2d6 +5 thunder damage, and the target is pushed 2 squares. Miss: The target is pushed 1 square.
Close.png Tempest Breath (standard; encounter) ♦ Acid
+16 vs. Reflex; Close Blast 3; 2d8 +5 Acid damage, and the target cannot gain combat advantage against any creature until the end of the kobold’s next turn. In addition, the kobold gains concealment.
Ranged.png Serpentine Blast (standard; daily) ♦ Lightning
+18 vs. Reflex; Ranged 10; 3d10 +5 Lightning damage. The attack ignores cover and concealment, but not superior cover or total concealment.
Mob Attack
The kobold dragon sorcerer gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
The kobold shifts 1 square
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +11; Arcana +12; Stealth +13; Thievery +13
Str 14 (+8) Dex 15 (+8) Wis 14 (+8)
Con 16 (+9) Int 13 (+7) Cha 17 (+9)
Equipment Hide armor, staff, spell book

Kobold Dragon Sorcerer Tactics

With a plethora of spells and knowledge, the dragon sorcerer functions as a magic buffer-- striking its opponents with volatile twines of lightning or delivering fiery blows with its beloved staff. It utilizes its movements to force its enemies to think differently before committing to a single plan.

Kobold Brute

Kobold Brute
Level 14 Brute
Medium natural humanoid
XP 1,000
Initiative +9 Senses Perception +9; darkvision
HP 167; Bloodied 83
AC 26; Fortitude 23, Reflex 21, Will 21; see also trap sense
Resist 2 all; 10 (damage type of dragon served)
Speed 6
BasicMelee.png Slam (standard; at-will)
+17 vs. AC; 2d8 +5 damage, and the target is dazed until the end of the kobold brute’s next turn.
Close.png Earth Slam (standard; recharge D6 (5).gif D6 (6).gif)
+13 vs. Fortitude; Close Burst 3; 2d6 +5 damage, and the target is knocked prone.
Mob Attack
The kobold brute gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
The kobold shifts 1 square
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Athletics +16; Endurance +15; Stealth +14
Str 18 (+11) Dex 15 (+9) Wis 14 (+9)
Con 17 (+10) Int 9 (+6) Cha 11 (+7)
Equipment Scale armor

Kobold Brute Tactics

A bit taller than an average human, these creatures look more like troglodytes. Their brute force makes them fierce, and it's their ground-shaking slam that adds to their ferocity.

Kobold Battle Chief

Kobold Battle Chief
Level 14 Elite Soldier (Leader)
Small natural humanoid
XP 2,000
Initiative +12 Senses Perception +10; darkvision
Battle Cry aura 3; All kobold allies within aura gain a +2 bonus to attack rolls.
HP 272; Bloodied 136
AC 32; Fortitude 25, Reflex 24, Will 22; see also trap sense
Resist 10 (damage type of dragon served)
Saving Throws +2
Speed 7
Action Points 1
BasicMelee.png Dragon Blade (standard; at-will)
+21 vs. AC; 2d8 +6 damage, plus 2d6 damage (damage type of dragon served).
Melee.png Twin Strike (standard; at-will)
The kobold battle chief makes two dragon blade attacks against one or two different targets. If both attacks hit, the battle chief gains a +2 bonus to AC until the start of its next turn.
Close.png Dragon Breath (standard; recharge D6 (5).gif D6 (6).gif)
+17 vs. reflex; Close Blast 3; 3d6 +6 damage (damage type of the dragon served), and the target is weakened (save ends).
Mob Attack
The kobold battle chief gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Close.png Relive the Moment (minor; daily)
Close Burst 5; All kobold allies within burst gain a +2 bonus to defenses until the end of the encounter and can each make a bonus at-will attack on their next turn with a +1 bonus.
Shifty (minor; at-will)
The kobold shifts 1 square
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +13; Stealth +15; Thievery +15
Str 18 (+11) Dex 17 (+10) Wis 17 (+10)
Con 16 (+10) Int 14 (+9) Cha 14 (+9)
Equipment Scale armor, light shield, 2 broadswords

Kobold Battle Chief Tactics

Adept in warfare, the battle chief leads into battle with its battle cry, which empowers its allies. It will use Relive the Moment sparingly and only when it is absolutely needed. They are also good solitary fighters, but prefer the battle to be as close to its allies as best as it can.

Malgeby, Scion of Kurtulmak

Malgeby, Scion of Kurtulmak
Level 16 Solo Controller
Small natural humanoid
XP 7,000
Initiative +12 Senses Perception +16; darkvision
Kurtulmak's Vengeance (Necrotic) aura 2; All enemies within the aura take 5 Necrotic damage at the start of Malgeby’s turn.
HP 765; Bloodied 382
Regeneration 5 (If Malgeby takes Radiant damage, regeneration does not function until the end of his next turn)
AC 34; Fortitude 27, Reflex 26, Will 25; see also trap sense
Resist 10 Acid, Cold, Fire, Lightning, Poison, Necrotic, Thunder
Saving Throws +5
Speed 7; fly 5 (hover)
Action Points 2
BasicMelee.png Dragon Staff (standard; at-will) ♦ Fire, Necrotic, Weapon
+21 vs. AC; 2d8 +8 damage, plus 2d6 Necrotic and Fire damage.
Melee.png Double Tap (standard; at-will) ♦ Thunder
Malgeby makes two dragon staff attacks against one or two different targets. If both attacks hit, the target takes an additional 1d10 Thunder damage and pushed 2 squares.
BasicRanged.png Caustic Spit (standard; at-will) ♦ Acid
+20 vs. reflex; Ranged 5; 3d8 +6 Acid damage, and the target cannot benefit from concealment or cover until the end of Malgeby’s next turn.
Close.png Ribbons of Binding Ice (standard; recharge D6 (5).gif D6 (6).gif) ♦ Cold
+18 vs. fortitude; Close Burst 4; 3d10 +6 Cold damage, and the target is immobilized (save ends). While immobilized, the target takes 2d8 Cold damage at the start of Malgeby’s next turn. Aftereffect: The target is slowed and takes ongoing 5 Cold damage (save ends both).
Close.png Thunder Leap (standard; encounter) ♦ Thunder
+18 vs. reflex; Close Burst 2; 4d12 +6 Thunder damage, and Malgeby can jump 10 squares. This movement does not provoke opportunity attacks. When he lands, all enemies adjacent to him are pushed 3 squares and knocked prone.
Area.png Lightning Vortex (standard; recharge when first bloodied) ♦ Lightning
+18 vs. fortitude; Area Burst 3; 4d10 +6 Lightning damage, and the target is stunned until the end of Malgeby’s next turn. Miss: Half damage, and the target is weakened (save ends). Aftereffect: Ongoing 10 (Miss: 5) Lightning damage (save ends).
Area.png Darkness on the Horizon (minor; encounter) ♦ Necrotic
+18 vs. will; Area Burst 2; The target is dazed and treats each square occupied as difficult terrain (save ends both). The target also takes ongoing 10 Necrotic damage as long as it is dazed.
Combat Advantage
Malgeby deals an extra 2d8 damage on melee attacks against any target he has combat advantage against.
Mob Attack
Malgeby gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
Malgeby shifts 1 square
Trap Sense
Malgeby gains a +3 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +17; Arcana +16; Endurance +16; Perception +16; Stealth +17; Thievery +17
Str 16 (+11) Dex 19 (+12) Wis 17 (+11)
Con 17 (+11) Int 16 (+11) Cha 15 (+10)
Equipment Hide armor, quarterstaff, arcane orb

Malgeby Tactics

As the ringleader of his clan, Malgeby is a close range and distant adversary and a difficult moving target. He uses Darkness on the Horizon whenever he has his enemies grouped together to confuse them of their surroundings. When he's in a tight spot, he'll use Thunder Leap to get out of harm's way quickly. In a tight battle, he'll use whatever power he can to suffice the change in morale, even when things could look grim. He is a sophisticated individual, so he is best suited for sophisticated campaigns.

Kobold Dragon Rider

Kobold Dragon Rider
Level 17 Elite Skirmisher
Small natural humanoid
XP 3,200
Initiative +13 Senses Perception +11; darkvision
Dragon Empathy aura 3; The kobold dragon rider can make an active diplomacy check with a +2 bonus to ride a dragon within its aura as a free action. The check is against the dragon’s Will.
HP 320; Bloodied 160
AC 33; Fortitude 25, Reflex 25, Will 24; see also trap sense
'Resist 10 (damage type of dragon served)
Saving Throws +2
Speed 8
Action Points 1
BasicMelee.png Dragon Blade (standard; at-will) ♦ Weapon
+22 vs. AC; 2d8 +7 damage, plus ongoing 10 damage (damage type of dragon served-- save ends).
Melee.png Dragon's Claw (standard; at-will)
+20 vs. reflex; 1d10 +7 damage, and the target is marked until the end of the kobold dragon rider’s next turn.
Ranged.png Dragon Orb (standard; recharge D6 (4).gif D6 (5).gif D6 (6).gif)
+20 vs. reflex; Ranged 10; 2d6 +8 damage (damage type of dragon served), and the target is immobilized (save ends).
Mob Attack
The kobold dragon rider gains a +1 bonus to attack rolls per kobold ally adjacent to the target. If the kobold is mounted, the mounted creature also gains this bonus.
Mounted Combatant
The kobold dragon rider can make attacks while riding a dragon—the kobold’s reach is all squares adjacent to the dragon in this fashion. While mounted, the kobold occupies the same space as the dragons. The kobold can choose to depart from its mount as a move action and reappear in a space adjacent to its mount. It can get back onto its mount as another move action. The dragon makes its turn directly after the kobold’s turn.
Shifty (minor; at-will)
The kobold shifts 1 square. If the kobold is mounted, the mounted creature shifts instead.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps. If the kobold is mounted, the mounted creature gains this bonus instead.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +14; Diplomacy +17; Stealth +16; Thievery +16
Str 16 (+11) Dex 17 (+11) Wis 16 (+11)
Con 16 (+11) Int 15 (+10) Cha 18 (+12)
Equipment Scale armor, broadsword, spiked gauntlet

Kobold Dragon Rider Tactics

True to its name, the Kobold dragon rider enters combat mounted on a Large or Huge dragon or dragon-related beast. If it doesn't have a creature to mount on, it gets itself close to one to utilize Dragon Empathy. Once mounted, the kobold and its creature it is riding begin to wreak havoc by combined melee and ranged attacks, making it a deadly duo for both combat tactics.

Kobold Spirit Caller

Kobold Spirit Caller
Level 19 Elite Controller (Leader)
Small natural humanoid
XP 4,800
Initiative +12 Senses Perception +13; darkvision
Harrowing Spirits aura 3; each enemy within the aura takes a -1 penalty to all defenses.
HP 352; Bloodied 176
AC 35; Fortitude 26, Reflex 24, Will 27; see also trap sense
Resist 10 (damage type of dragon served), Necrotic
Saving Throws +2 (+5 against ongoing damage)
Speed 7
Action Points 1
BasicMelee.png Dragon Staff (standard; at-will) ♦ Weapon
+24 vs. AC; 2d6 +7 damage, plus ongoing 10 damage (damage type of the dragon served-- save ends).
Ranged.png Rising Spirit (standard; at-will) ♦ Necrotic
+23 vs. fortitude; Ranged 10; 3d6 +8 Necrotic damage, and the target is weakened (save ends).
Ranged.png Soul Drain (standard; recharge D6 (5).gif D6 (6).gif) ♦ Healing, Necrotic
+23 vs. fortitude; Ranged 5; 3d8 +8 Necrotic damage, and the target is stunned (save ends). The kobold spirit caller regains a number of hit points equal to the damage dealt.
Call Spirit (minor 2/ encounter; recharge when spirit drops to 0 hit points; at-will)
The kobold spirit caller summons a kobold spirit in an unoccupied space within 5 squares.
Mob Attack
The kobold spirit caller gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
The kobold shifts 1 square
Trap Sense
The kobold gains a +3 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Arcana +17; Stealth +17; Thievery +17
Str 14 (+11) Dex 17 (+12) Wis 18 (+13)
Con 17 (+12) Int 16 (+12) Cha 16 (+12)
Equipment Hide armor, staff, ritual book/ 3 rituals

Kobold Spirit Caller Tactics

The kobold spirit caller is the shaman of the kobold clans, and their innate ability to summon minor kobold underlings gives them an utter advantage as a leader. They also use some of these spirits to bog down their enemies' guard. When a spirit caller becomes low on health, it will use Soul Drain-- taking off some of its adversaries' vitality to fuel its own.

Kobold Spirits

Kobold Spirit
Level 14 Elite Minion (Skirmisher)
Small natural humanoid (undead)
XP 600, or 100 if summoned by kobold spirit caller
Initiative +15 Senses Perception +9; darkvision
HP 1; a missed attack never damages a minion.
AC 30; Fortitude 23, Reflex 23, Will 23; see also trap sense
Saving Throws +2
Speed 6 (ghost walk)
Action Points 1
BasicMelee.png Spirit Blade (standard; at-will)
+17 vs. fortitude; 1d10 +6 damage, and the kobold spirit gains a +1 bonus to all defenses (except AC) until the start of its next turn.
Shifty (minor; at-will)
The kobold shifts 1 square
Trap Sense
The kobold gains a +3 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Endurance +14; Stealth +16
Str 12 (+8) Dex 18 (+11) Wis 14 (+9)
Con 15 (+9) Int 5 (+4) Cha 10 (+7)
Equipment Short sword

Kobold Spirit Tactics

Not having much control over themselves, the kobold spirits will deliver attacks and give other kobold allies the benefit of Mob Attack.

Kobold (Variant) Lore

A character knows the following information with a successful Arcana or Nature check.

Nature DC 15: Kobolds are just as adabtable as any other race, and this is especially true in the case of finding more ways to take on hordes of enemies or to just intimidate the common folk. The brutes are the workhorses of the kobold militias, as they punch their way through the ranks with their mighty fists and earth-shattering stomps.
Arcana DC 15: Dragon Sorcerers are arcane fetters-- willing to educate themselves about the powers of the dragons and their influence upon the world at large. They are themselves scholars as they are combatants.
Nature DC 20: Kobold Battle chiefs are mighty leaders of many dragonshield brigades, and will come into battle with a horde of dragonshields and sometimes one dragon rider. They lead the way by encouraging their allies to press on, even when the situation is dire.
Arcana DC 20: Great leaders often represent themselves amongst the ranks. As Murkultak was Kurtulmak's personal assassin and bodyguard, Malgeby is the loremaster of all Kurtulmak's resources fall upon. Malgeby is a wicked wizard with many tricks and challenges up his sleeves.
Nature DC 25: Sometimes, a kobold loves to play games with other creatures, so the dragon rider paved the way to initiate combat differently. They appear on the backs of dragon or dragon-like beasts most of the time, and their innate ability allows them to ride such creature without worry. This proves their natural talent of adaptability.
Arcana DC 25: Some kobolds have learned to tap int the divine and sometimes primal resources of the world to draw about them the spirits of their fallen kin. Thus the spirit caller was called in to act as a barrier between the armies and their own souls. The spirits they draw upon are simple ghost with nothing more than pure vengeance on their minds.

Encounter Groups

Level Encounter (XP )



Template:4e Creatures Breadcrumb

AuthorXeadin +
Identifier4e Monster +
RatingUndiscussed +
TitleKobold, Variant +