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Kobold are described as subterranean, vaguely -like humanoids in Swords & Wizardry Whitebox. This assumes you’re using the -style that has fallen into popularity.

Kobold Race Abilities Character Advancement: The most common character class available to kobolds is the Fighter, though ​ advancement in Cleric (and optionally, Thief) is not unheard of. A kobold cleric will more often than not be Chaotic and instead be called a Shaman. They are typically allowed to advance up to 6th level in the class of their choice, but the referee may opt to allow them to advance further. If they are allowed to advance further, any stronghold or temple they build will instead be a kobold warren.

Weapon and Armor Restrictions: Kobolds are only restricted by the class they choose to advance in. ​

Fighting : Like Dwarves and , Giants, , and similar -type creatures have ​ difficulty hitting smaller targets and thus only inflict half the normal damage against them.

Keen Detection: Kobolds are good at spotting traps, slanting passages, and new construction while ​ underground (1-4 on a d6 when searching, 1-2 on a d6 if just passing by).

Underground Creatures: Kobolds incur a -1 to-hit penalty when fighting in direct sunlight. ​

Poison Resistance: As kobolds tend to set up traps to defend their warren, many come in close contact ​ with poisons. They receive a +2 saving throw bonus vs. poisons, even if the optional saving throw matrix is utilized.

Carrion Consumers: Kobolds can eat rotting meat and carrion with no problem at all. ​

Languages: Campaigns that incorporate languages may start with them only being able to speak their ​ own language, but high intellect would enable them to speak extra languages. It is up to the referee if they wish for kobolds to speak a common language.

Traits (Optional): Kobolds have a chance to gain an extraordinary trait. On a percentile die roll they may ​ acquire a single trait that modifies their abilities.

Optional Stuff An array of options that may be utilized at the referee’s discretion.

Hit Points: If you feel that a full hit die is too much for creatures that normally have 3 hit points max, ​ you may choose to restrict them to a d4 or d3 hit die instead.

Restrictions for Small Characters: Two-handed melee weapons and longbows are too bulky for ​ Kobolds and incur a -4 penalty when used. Kobolds tend to use shortswords, clubs, shortbows, and slings but they will be restricted based on the class they choose to advance in.

Clerical Kobolds: In games that utilize alignment, kobolds will more than likely be chaotic and use ​ chaotic cleric spells. It may be helpful to select exactly which spells a kobold deity may allow for a cleric, depending on how you wish to run your kobolds. Additionally, you may wish to allow clerical kobolds the usage of daggers or other small, easily concealed bladed weapons.

Hard to Hit: Kobolds receive a +2 AC bonus when facing enemies larger than man-sized. This ​ replaces the Fighting Giants trait.

Money Matters: If you feel kobolds shouldn’t have as much starting money, simply require them to roll ​ 2d6 for starting funds rather than 3d6.

Traits: Want traits for every kobold rolled? A d30 will do the trick, just add 70 to the result. You can ​ also play kobolds without traits.

1d100 Trait 1d100 Trait

1-70 No Trait 85-86 Tree Dweller

71-72 Sleek Tailed 87-88 Gigantism

73-74 Constrictor Tailed 89-90 Wings

75-76 Scaled Underbelly 91-92 Mana Burned

77-78 Lantern Eyes 93-94 Enlarged Claws

79-80 Bloodshot Eyes 95-96 Shelled

81-82 Spikes 97-98 Fins and Webbing

83-84 Vermin Maw 99-100 Tufts

Traits

Bloodshot Eyes Sometimes the sclera in kobold eyes will appear a deep crimson. These red-eyed kobolds can reflexively shoot pressurized blood out of their eyes as a defense mechanism, potentially blinding an opponent. Once per day, you can shoot a pressurized stream of blood up to ten feet away. The target must make a saving throw vs. Paralysis or be blinded for one combat round.

Constrictor Tailed A more muscular, thicker, longer and prehensile tail. The kobold can use the tail as an extra limb, even being able to use it to hold themselves up. However, these tails can be up to five times longer than the kobold and quite heavy as well. This results in constrictor tailed kobolds to drag their tail along the floor, making them slower yet stronger. You have a thick prehensile tail that is usable as an extra limb. However, it can be heavy to lift and can be up to five times longer than yourself. In addition, you can attempt to grapple with your tail, even when both your hands are full.

Enlarged Claws Kobolds with enlarged claws are masterful diggers that can tunnel through the earth. You can burrow through loosely packed dirt and most other forms of terra firma at the same speed as you can travel.

Fins and Webbing Commonly found on kobolds that live near water. Kobolds with fins and webbing are amphibious and more agile underwater. You can swim as fast as your travelling speed and you can hold your breath for up to 15 minutes.

Gigantism Some kobolds are abnormally large, growing up to 5 feet in height! This makes it quite easy for them to be mistaken as a lizardman. You are treated as a human when calculating carry weights and speed. If using the optional restrictions for small characters, you may ignore those.

Lantern Eyes Kobolds that dwell in dark tunnels tend to have superior vision compared to others. You can spot hidden doors as well as an can (1-4 when searching, 1-2 simply passing through). Mana Burned Kobolds that have been tainted with mana, either from their eggs being close to a magical leyline or a wizard’s experimentations. They have glowing scars of mana about their body. You have +2 to save versus Magic and you can innately cast Detect Magic once per day.

No Trait You get nothing. Better luck next time!

Scaled Underbelly The only occurs when a kobold has dragon blood in them which is exceptionally rare. Should a kobold have a scaled underbelly, they are placed under a higher social standard, mostly treated like a god amongst kobolds due to their dragon heritage. With your draconic heritage you command a great deal more respect. All loyalty checks made by kobold hirelings interacting with you roll 4d6 and drop the lowest die instead of 3d6.

Shelled Shelled kobolds have hardened keratin plates along their back, looking not unlike a pangolin. Your natural AC is as if you were wearing leather armor, making it 7 (12 if using AAC). If you don armor that provides a greater AC bonus, you use that armor value instead.

Sleek Tailed A sharp tail that can range from short to long. Keeps the kobold agile and dexterous. Mostly found on coal and tan scaled kobolds. Your movement rate increases by 3.

Spikes Some kobolds are born with spikes. Spikes are only found on the head, back, and tail of a kobold, and are a rare occurrence. You’re a stubborn little bastard, and you can deal 1d6 damage via a gore attack. You also automatically damage enemies who attempt to grab or wrestle you.

Tree Dweller Tree Dweller kobolds feature incredible climbing prowess. They tend to be herbivorous, eating the fruit that grows on the very trees they dwell in. You have a 4 in 6 chance to climb sheer surfaces, and you take falling damage as if you had fallen ten feet less. You also do not incur the -1 to-hit penalty from Underground Creatures, but you also lose the Keen Detection ability. Tufts Surprisingly, a kobold can hold traits of mammals or even avians. While this trait is rare, there have been occurrences of kobolds able to have small patches of fur or feathers on their ears, arms, back, and tail. This trait is more common on females than males. You’re a magnificently fluffy bastard, you can innately cast Charm Person once per day. At level 4, you may opt to cast Charm instead.

Vermin Maw A kobold with vermin maw has the ability to contract a disease or poison, and infuse it in their saliva without feeling the effects of the disease. Thus they can attack their foes with bile contracting the last disease they caught through spit or bite. This is common in most tan scaled kobolds. If you contract a disease and succeed on the save to resist it, you may infuse it with your saliva. Your bile is now a potent vector for the disease, and you may inflict it upon another creature via a bite or store it in a vial. Whatever the case, the disease is lost when you use it.

Winged Draconic heritage may develop in various other ways, up to and including wings! When unencumbered, you can fly at a speed equal to half your movement rate.