Converting Monsters from Polyhedron Magazine

NO. APPEARING: 20-80 males (plus others; see below)

The leader of a kobalt clan has 21-24 hit points and a retinue of guards (3-12) with 15-20 hit points each, protecting both him and the planar-traveling kobalts (PTKs). Another 4-16 guards with the same hit point range as above will be assigned as lair guards, crewing positions near the entrances. These guards are in addition to the other kobalts encountered.

Females will be found in a kobalt colony, equaling 50 % of the male population. Young kobalts are equal in number to about 10% of the adult males. 2-20 heavily protected eggs will also be found in the colony. Except for a few remarkable females who work through the hierarchy to become guards or are hatched with the Planar Travel mutation, most females and young are noncombative unless the colony is attacked.

Standard Kobold 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)

So maybe...

Organization: Gang (4–9), clan (20–80 plus 60% noncombatants plus plus 1 kobalt with mass planar travel mutation per 20 adults and 1 3rd-level guard per 20 adults and 1 leader of 4th–6th level), or colony (40–200 plus 1 kobalt with mass planar travel mutation per 20 adults and 1 3rd-level guard per 20 adults, 1 or 2 lieutenants of 4th or 5th level, and 1 leader of 6th–8th level)
 

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Organization: Gang (4–9), clan (20–80 plus 60% noncombatants plus plus 1 kobalt with mass planar travel mutation per 20 adults and 1 3rd-level guard per 20 adults and 1 leader of 4th–6th level), or colony (40–200 plus 1 kobalt with mass planar travel mutation per 20 adults and 1 3rd-level guard per 20 adults, 1 or 2 lieutenants of 4th or 5th level, and 1 leader of 6th–8th level)

That looks good, except for the surplus plus.:p
 

Updated.

Aren't they a bit tough for CR 1? A bugbear is CR 2, and has only 1 point higher damage bonus, an equal melee attack modifier, and a worse ranged modifier. Plus, we've got the chance of mutations...

LA: +2?
 

Ok, CR 2 it is. I guess I was thinking they don't seem much better than gnolls in some ways, but I guess you're right.
 




[fixed link]Updated[link fixed].

Anything left?

Just finishing off their "Kobalts as Characters".

Is the sample creature an elite (15, 14, 13, 12, 11, 10, 8), non-elite array (13, 12, 11, 10, 9, 8) or completely average (11, 11, 11, 10, 10, 10) ability array?

Since it's got two odd and four even stats, that suggests it uses the elite array - which I guess makes sense considering these creatures are the product of an incredibly hostile, competitive environment.

That suggests an "elite array kobalt" would look something like:

Str 12, Dex 13, Con 10, Int 15, Wis 14, Cha 8
=> Str 14-2, Dex 13+0, Con 10+0, Int 15+0, Wis 12+2, Cha 8+0 ?
=> Strength -2, Wisdom +2 ?

However, if they have the "non-elite" array we would have to turn one of their even stats into an odd stat. I would suggest increasing the Con to 11, since they're supposed to be tough little blighters.

Str 12, Dex 13, Con 11, Int 15, Wis 14, Cha 8
=> Str 10+2, Dex 9+4, Con 11+0, Int 13+2, Wis 12+2, Cha 8+0 ?
=> Strength +2, Dexterity +4, Intelligence +2, Wisdom +2 ?

They also need a favoured class. I'm thinking Rogue, although I do see a case for Sorcerer like a kobold.

Putting that together, I suggest the following adjustments:

Abilities: Str 12, Dex 13, Con 11, Int 15, Wis 14, Cha 8

Kobalts as Characters
Most kobalt leaders are fighters or fighter/rogues.

The sample kobalt presented above had the following ability scores before racial adjustments: Str 10, Dex 9, Con 11, Int 13, Wis 12, Cha 8.

Kobalt characters possess the following racial traits:

  • Strength +2, Dexterity +4, Intelligence +2, Wisdom +2.
  • Size Small.
  • A kobalt’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A kobalt begins with two levels of monstrous humanoid (reptilian), which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
  • Racial Skills: A kobalt’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Craft (trapmaking), Hide, Listen, Move Silently, Profession (miner), Search, Spot and Use Magic Device. Kobalts have a +2 racial bonus on Craft (trapmaking), Profession (miner), Search, and Use Magic Device checks.
  • Racial Feats: A kobalt’s monstrous humanoid levels give it two feats.
  • +2 natural armor bonus.
  • Special Qualities (see above): Light blindness, mutations, resist mutation and poison, stonecunning
  • Automatic Languages: Draconic. Bonus Languages: Common, Elven, Goblin, Gnoll, Orc.
  • Favored Class: Rogue.
  • Level Adjustment: +2.
 
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Is the sample creature an elite (15, 14, 13, 12, 11, 10, 8), non-elite array (13, 12, 11, 10, 9, 8) or completely average (11, 11, 11, 10, 10, 10) ability array?

None of the above, since it has racial HD. It would fall into the "add/subtract from 10 for even scores, 11 for odd scores" method. See the bugbear or gnoll for an example. That's what's great about monsters with racial HD...making 'em playable characters is an afterthought, and less work. ;)

Thus, its scores are Str +2, Dex +2, Int +4, Wis +4, Cha -2.

Favored class rogue is fine.
 

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