Kobold
This pint-sized dragon-worshipper turns cowardice into a deadly survival strategy with traps, numbers, and sheer spite!
Kobolds are small, wiry humanoids standing just over 2 feet tall, with angular faces, long snouts, and glowing eyes that gleam with mischievous malice. Their skin ranges from dull brick-red to dark ochre or smoky black, often mottled or scaly. A thin tail balances their slight frame, and they walk with a hunched gait, quick-footed and constantly alert. Their claws are more often seen gripping makeshift tools or trap triggers than weapons—though they’ll stab you just the same.
Behaviour:
Cowardly but calculating, Kobolds thrive on tactics, not strength. They avoid direct confrontation unless they drastically outnumber their foe or have the terrain heavily rigged in their favor. They are obsessively communal, operating in tight-knit tribal groups, and they communicate rapidly through chittering speech, clicks, and tail gestures. Deferential to authority—especially dragons or powerful spellcasters—they are natural followers, but never passive ones.
Habitat:
Found in deep forests, ruined dungeons, winding cave networks, and old mines, Kobolds make their homes in hidden warrens laced with deadfalls, tripwires, pitfalls, dart launchers, and worse. Their lairs are usually claustrophobic, trap-riddled nightmares, designed to funnel enemies into kill zones. They mine obsessively, dig escape tunnels, and rarely sleep without at least two exits nearby.
Modus Operandi:
Kobolds do not fight fair—they fight to win. Their attacks are orchestrated ambushes: a falling net from above, a pit beneath your feet, and then a barrage of slings and javelins from hidden alcoves. If cornered, they’ll feign surrender, beg for mercy, or pretend to know useful secrets—anything to survive or stall for reinforcements. If a leader or draconic patron is present, their morale and aggression rise sharply, often to the point of suicidal zealotry.
Motivation:
Kobolds crave survival, recognition, and purpose. Many believe themselves to be descended from dragons and seek to reclaim their lost legacy—through servitude, sorcery, or sheer cunning. Every trap built, every ambush sprung, is a declaration: “We are small, but we are not weak.” Fear fuels them, but legacy drives them.
Kobold 5e
Kobold Trapmaster 5e
Kobold 3.5
Kobold
Small humanoid (kobold), lawful evil
Armor Class 13 (leather armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (−2) | 15 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 8 (−1) |
Saving Throws Dex +4, Wis +2
Skills Stealth +4, Sleight of Hand +4, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Sunlight Sensitivity.
While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Pack Tactics.
The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Trap Savant. (New)
The kobold has advantage on checks made to find, set, or disarm traps. It can also take the Use an Object action as a bonus action if the object is a trap or simple mechanical device.
Coward’s Cunning. (Recharge 5–6)
When the kobold is hit by an attack, it can immediately move up to half its speed without provoking opportunity attacks, and one ally within 15 feet can use their reaction to make a melee weapon attack.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Deploy Trap. (Recharge 4–6)
The kobold pulls a pre-assembled trap from its pouch and activates it in a 5-foot square within 10 feet. Choose one:
- Spiked Pit: DC 12 Dexterity save or fall prone and take 1d6 piercing damage.
- Snare Cord: DC 12 Strength save or be restrained until the end of the kobold’s next turn.
- Grease Pouch: Creates a slippery 5-ft square. The area becomes difficult terrain until the end of the kobold’s next turn, and creatures entering it must make a DC 12 Dex save or fall prone.
Tactics
- Ambushes from Shadows: Kobolds strike from hidden alcoves, dropping traps and ranged attacks before vanishing into side tunnels.
- Pack Mentality: They swarm lone targets, using Pack Tactics to compensate for weak individual damage.
- Escape Artists: When injured, they flee using Coward’s Cunning, buying time while traps or allies harry the attacker.
- Trap Triggers: Kobolds often bait enemies into trapped rooms, then use Deploy Trap mid-combat to lock down chokepoints or retreat paths.

This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.
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.
Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.
Kobold | |
---|---|
Kobold, 1st-Level Warrior | |
Small humanoid (Kobold) | |
Hit Dice | 1d8 (4 hp) |
Initiative | +1 |
Speed | 30ft. (6 squares) |
Armor Class | 15 (+1 size, +1 Dexterity, +1 natural, +2 leather), touch 12, flat-footed 14 |
Base Attack/Grapple | +1/-4 |
Attack | Spear +1 melee (1d6-1/x3) or sling +3 ranged (1d3) |
Full Attack | Spear +1 melee (1d6-1/x3) or sling +3 ranged (1d3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | – |
Special Qualities | Darkvision 60 ft., light sensitivity |
Saves | Fort +2, Ref +1, Will -1 |
Abilities | Strength 9, Dexterity 13, Constitution 10, Intelligence 10, Wisdom 9, Charisma 8 |
Skills | Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2 |
Feats | Alertness |
Environment | Temperate forests |
Organization | Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 5-8 dire weasels) |
Challenge Rating | 1/4 |
Treasure | Standard |
Alignment | Usually lawful evil |
Advancement | By character class |
Level Adjustment | +0 |
COMBAT
Kobolds like to attack with overwhelming odds-at least two to one-or trickery; should the odds fall below this threshold, they usually flee. However, they attack Gnomes on sight if their numbers are equal.
They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.
- Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
- Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
- The kobold warrior presented here had the following ability scores before racial adjustments: Strength 13, Dexterity 11, Constitution 12, Intelligence 10, Wisdom 9, Charisma 8.
- Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level -3.
KOBOLD CHARACTERS
Kobold characters possess the following racial traits.
- – -4 Strength, +2 Dexterity, -2 Constitution.
- -Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of
- Medium characters.
- -A kobold’s base land speed is 30 feet.
- –Darkvision out to 60 feet.
- -Racial Skills: the character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
- -Racial Feats: A kobold character gains feats according to its character class.
- – +1 natural armor bonus.
- -Special Qualities (see above): Light sensitivity.
- -Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
- -Favored Class: sorcerer.
- -Level adjustment+0.
Kobold Trapmaster
Small humanoid (kobold), lawful evil
Armor Class 15 (studded leather + trapshield)
Hit Points 39 (6d6 + 18)
Speed 30 ft., climb 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (−1) | 17 (+3) | 16 (+3) | 14 (+2) | 12 (+1) | 10 (+0) |
Saving Throws Dex +5, Int +4
Skills Stealth +7, Investigation +4, Sleight of Hand +5, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Sunlight Sensitivity.
While in sunlight, the kobold has disadvantage on attack rolls and Wisdom (Perception) checks relying on sight.
Pack Tactics.
The Trapmaster has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the target and isn’t incapacitated.
Master Tinkerer.
The Trapmaster can create, place, or disable a simple mechanical trap as a bonus action, even during combat. Traps deployed this way persist for 1 minute unless destroyed or disarmed.
Trap Zone Awareness.
All kobolds within 30 ft. of the Trapmaster have advantage on saving throws against traps, and they automatically detect traps the Trapmaster created.
Trap Synergy.
When a creature triggers a trap the Trapmaster set, the Trapmaster may use its reaction to make a ranged Sling or Alchemical Satchel attack against that creature.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Alchemical Satchel (Recharge 5–6).
The Trapmaster hurls a crude alchemical pouch at a point it can see within 30 feet. Choose one effect:
- Flashburst: DC 12 Constitution save or all creatures in a 10-ft radius are blinded until the end of their next turn.
- Smoke Puff: Creates a 10-ft radius of heavily obscured smoke that lasts 1 minute or until dispersed by wind.
- Glue Bomb: DC 12 Strength save or targets in a 5-ft radius are restrained until the end of the Trapmaster’s next turn.
Deploy Combat Trap. (Recharge 4–6)
The Trapmaster places or activates a trap in a 5-foot space within 10 feet. Choose one:
- Net Trap: Target must succeed a DC 12 Dex save or become restrained.
- Shrapnel Popper: Creatures within 5 feet take 7 (2d6) piercing damage; DC 12 Dexterity save for half.
- Spring Spike Plate: Pops up when stepped on. The first creature entering the space must make a DC 12 Dex save or take 6 (1d10) piercing damage and fall prone.
Tactics
- Lair Control: The Trapmaster thrives in prepared environments, directing minions to bait intruders into ambush zones.
- Control & Delay: It uses smoke, restraints, and blindness to disrupt enemies while staying mobile and hard to pin down.
- Commander Role: Often leads 3–6 regular Kobolds or specialized units like Kobold Slingers or Tunnel Rats.
- Escape-Ready: If the tide turns, it will trigger a tunnel collapse trap or vanish into side passages, vowing revenge.
Optional Lair Action (If in Home Terrain):
On initiative count 20 (losing ties), the Trapmaster triggers one of the following:
- Chute Drop: A 5-foot area collapses, dropping a creature into a lower chamber (DC 13 Dex save or fall and take 1d6 + prone).
- Trap Reinforcement: One trap effect recharges immediately.
- Kobold Reinforcements: 1d2 Kobolds arrive from hidden tunnels.