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<blockquote data-quote="Lanliss" data-source="post: 6900231" data-attributes="member: 6801219"><p><em>Kobolds are an unfortunate bunch of creatures. Among the smallest of all sentient races, they found themselves perfect prey for all sorts of undesirable beasts. Rather than go groveling to the Cities like most, they forged their own communities. Ramshackle huts, cities of tents, or re-purposed caves can all be found as houses for Kobold Cities, a tight knit society. They have learned that, because of their size, the only way to survive is together.</em></p><p><em></em></p><p><em>Cave Kobolds</em></p><p>Possibly the least representative of the normal pack-like behavior of Kobolds, these cave dwellers can be found Underground. What many don't recognize is that they still hold that pack instinct within them, but consider their pack much tighter than most. You will most often see groups of five or six traveling together, and never fewer than three. The largest known gathering of them is in the City of Gaulder, where hundreds live together in a confusing political environment. </p><p>-Darkvision 60 feet</p><p>-Sunlight sensitivity</p><p>-Pack tactics<em></em></p><p><em></em></p><p><em>Desert Kobolds</em></p><p>On the other end of the spectrum lies the Desert Kobolds, living out on the Wastes. They travel in massive roving bands, leaving a beautiful chain of lights behind them, as their caravans stretch for miles. This sight represents salvation for many, or a perfect target. These kobolds are notable for their adaptations to survive in the desert, growing a rough skin to protect against heat, and spikes to defend against predators, as well as help collect what little moisture can be found in the Wastes. They have snouts much shorter than most kobolds, with rough pits in the nose that allow them to see heat in a small radius.</p><p>-Pack tactics</p><p>-Spiked hide: Advantage to escape grapples, creatures grappling you take 1d6 piercing damage at the start of their turn.</p><p>-Infrared vision: See living creatures within 10 feet<em></em></p><p><em></em></p><p><em>Water Kobolds</em></p><p>The most savage incarnation of the Pack mentality, these Kobolds can be seen traveling in Swamps, or shallows by the coast. Highly territorial, they will attack almost anything in sight. Using their superior strength, and a little poison, they focus on dragging their prey underwater, where they have the advantage, and the poor target can be swarmed from all sides by their gnashing teeth.</p><p>-Advantage to grapple</p><p>-Bite: 1d4 piercing save against paralysis until the start of your next turn. DC equals 8+prof+Con</p><p>-Pack Tactics</p></blockquote><p></p>
[QUOTE="Lanliss, post: 6900231, member: 6801219"] [I]Kobolds are an unfortunate bunch of creatures. Among the smallest of all sentient races, they found themselves perfect prey for all sorts of undesirable beasts. Rather than go groveling to the Cities like most, they forged their own communities. Ramshackle huts, cities of tents, or re-purposed caves can all be found as houses for Kobold Cities, a tight knit society. They have learned that, because of their size, the only way to survive is together. Cave Kobolds[/I] Possibly the least representative of the normal pack-like behavior of Kobolds, these cave dwellers can be found Underground. What many don't recognize is that they still hold that pack instinct within them, but consider their pack much tighter than most. You will most often see groups of five or six traveling together, and never fewer than three. The largest known gathering of them is in the City of Gaulder, where hundreds live together in a confusing political environment. -Darkvision 60 feet -Sunlight sensitivity -Pack tactics[I] Desert Kobolds[/I] On the other end of the spectrum lies the Desert Kobolds, living out on the Wastes. They travel in massive roving bands, leaving a beautiful chain of lights behind them, as their caravans stretch for miles. This sight represents salvation for many, or a perfect target. These kobolds are notable for their adaptations to survive in the desert, growing a rough skin to protect against heat, and spikes to defend against predators, as well as help collect what little moisture can be found in the Wastes. They have snouts much shorter than most kobolds, with rough pits in the nose that allow them to see heat in a small radius. -Pack tactics -Spiked hide: Advantage to escape grapples, creatures grappling you take 1d6 piercing damage at the start of their turn. -Infrared vision: See living creatures within 10 feet[I] Water Kobolds[/I] The most savage incarnation of the Pack mentality, these Kobolds can be seen traveling in Swamps, or shallows by the coast. Highly territorial, they will attack almost anything in sight. Using their superior strength, and a little poison, they focus on dragging their prey underwater, where they have the advantage, and the poor target can be swarmed from all sides by their gnashing teeth. -Advantage to grapple -Bite: 1d4 piercing save against paralysis until the start of your next turn. DC equals 8+prof+Con -Pack Tactics [/QUOTE]
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