Kobolds are short, reptilian humanoids with scaled skin and slender tails. They stand approximately 2 to2 1/2 feet tall and weight between 35-50 lbs. Sinewy, double-jointed legs, naturally bent and poised for sudden speed, contribute to their height. When their legs are stretched out, a kobold can increase their height by up to 1 foot, but doing so is uncomfortable.They have strong teeth and can open their jaws wide enough to hold a whole melon.Their fingers and toes are long, dextrous, and tipped with tiny claws. Kobolds have scaly skin, with red, green, blue, or black being the most common coloration.
As reptilian humanoids, Kobolds shed their skins like other reptiles do. This process takes up to a week if allowed to transpire naturally, but Kobold accelerate the shedding by scrubbing the old skin from their bodies. A growing Kobold sheds her skin at intervals ranging from once a week to once a month. Adult Kobold shed their skin about once a season.
Kobolds are diurnal, but can adjust their sleeping patterns as needed. Their diets are omnivorous with a preference for meats. Kobolds have a high metabolism in comparison to other reptilian races, and tend to eat of often as they can. Their hearty digestion allows them to consume matter too tough for other races to break down (such as bark, bone, or leather).
Kobolds are meticulous about their teeth and claws. A flat stone in every kobold dwelling serves as a tool for polishing claws. Kobolds chew roots and bones to strengthen their gums and clean the surface of their teeth.
Kobolds are hatched from hard-shelled eggs. Once a female Kobold has been fertilized, she lays one egg within two weeks, with a 10% chance of laying two eggs.The egg must be incubated for 60 days, after which time it hatches into a Kobold wyrmling that is able to walk and feed after only a few hours.
Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.
While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.
Kobolds are considered obnoxious and annoying by many other races in the Realm, but are well respected for the deviousness they can bring to bear when crafting traps. Many Kobolds find work rigging lairs and tombs with any number of hazards. Kobolds have a tendency of aligning themselves with the strongest force they can find, and they are reverent of dragons or any other powerful reptilian creature. They are nocturnal by nature and prefer to lair underground, which brings them into conflict with Dwarves (who consider them irritating and untrustworthy), or with some of the creatures roaming the deep (who often treat Kobolds as prey). Kobolds are publically respectful of Lizardfolk (to the point of fawning), but consider them stupid and primitive in private (or at least not while a Lizardfolk is present).
Alignment & Religion
Kobolds believe in lawfulness and social order, and have an elaborate caste system that befuddles most other races. But their pragmaticism has kept them safely underneath the radar of most serious threats, making them neutral as well. While some Kobolds are sincerely good-natured, a roughly equal number are remarkably evil and vicious. They favor the Primal Dragon religion, with their version of the doctrine stating they are the chosen people, but some follow the reptile god Ssar, who they see as a giant slumbering kobold rather than a serpent (Kobold clerics of Ssar substitute the Darkness domain for the Sun domain.)
No one has ever accused a Kobold of being brave, and most Kobold adventurers who adopt martial classes avoid melee combat. They favor classes that reward cunning or personality, and have a fondness for the Rogue and Sorcerer classes, but all classes are represented among Kobolds.
The following traits are intended for player character use and may differ from what is presented in the Pathfinder RPG Bestiary I.
–4 Strength, + 4 Dexterity, –2 Constitution; Kobolds are fast but weak.
Small Sized Humanoid (Kobold, Reptilian): Kobolds are Small creatures and gain a + 1 size bonus to their AC, a + 1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a + 4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Armor: Kobolds have a + 1 natural armor bonus.
Cold Blood: The reptilian physiology of the Kobold makes dealing with cold temperatures difficult. To compensate for cold conditions, the Kobold’s metabolism accelerates. Kobold in cold weather must eat 3 times the normal amount to remain healthy. In addition, if the Kobold suffer non-lethal damage from cold exposure, they become exhausted (rather than fatigued).
Crafty: Kobolds gain a + 2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Dragon Blood: While other races (especially Dragons) are loath to acknowledge the kinship, kobolds are indeed related to dragons. This is evidenced in that kobolds have a remarkable resitance to certain elements. Kobolds are hatched with scales of vivid color that grant energy resistance 5. Black-scaled and green-scaled kobolds gain acid resistance 5. Blue-scaled kobolds gain electricity resistance 5. Red-scaled kobolds gain fire resistance 5, and White-scaled kobolds gain cold resistance 5. In addition, For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), kobolds count as dragons (in addition to other racial types and subtypes).
Aging Effects: Adult 12 Middle Age 20 Old 30 Venerable 40 Maximum 40+1d20 years
Languages: Kobolds begin play speaking Draconic, and at least one human language(Central, Northern, Southern, or Western).Kobolds with high intelligence scores can choose from the following; Dwarven, Goblin, Orc, Under-Common
Alternative Racial Traits
- Eat Anything: Kobolds are omnivorous,and can digest most types of organic matter (such as bark, bones, leather, and shells). Kobolds with this ability gain a + 2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. This replaces Crafty.