D&D 5E Kobold Preview

I think there's a bit of a missed opportunity here by not giving the kobolds a lair with lair actions of its own. They seem to have given lair actions exclusively to big, legendary monsters. But the trap-savvy kobolds would have been a perfect candidate for such a thing, representing all their traps and tricks. A pulled lever here, a pressure plate there, and the whole cavern becomes a deathtrap.

Mind you, I'm not talking about giving a lair to one kobold chieftan, I'm talking about the lair as a communal trait of the tribe as a whole.

As it stands, it seems kobolds will need to make do with the traps found in the DMG. And those will probably be neat and all but they're nothing special. Any goblin, human, or orc might have dug a pit trap or set a snare. But a lair with its own, kobold-specific effects... now that would've been unique and memorable. Or at least something to separate them from goblins.
 

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I think there's a bit of a missed opportunity here by not giving the kobolds a lair with lair actions of its own. They seem to have given lair actions exclusively to big, legendary monsters. But the trap-savvy kobolds would have been a perfect candidate for such a thing, representing all their traps and tricks. A pulled lever here, a pressure plate there, and the whole cavern becomes a deathtrap.

Mind you, I'm not talking about giving a lair to one kobold chieftan, I'm talking about the lair as a communal trait of the tribe as a whole.

As it stands, it seems kobolds will need to make do with the traps found in the DMG. And those will probably be neat and all but they're nothing special. Any goblin, human, or orc might have dug a pit trap or set a snare. But a lair with its own, kobold-specific effects... now that would've been unique and memorable. Or at least something to separate them from goblins.

That's a really cool idea. I like the idea of the legendary lairs expanding beyond those monsters. Now it would need a CR of its own of course because a lowly kobold can't afford the added abilities a lair provides.

I think people used to 4e are surprised a lot of the pieces they are used to seeing in the MM will be in the DMG and PH. Does that mean it will take a little more work for creating an interesting encounter that includes traps and pots of acid and flaming oil and a cage full of giant centipedes? Probably, but it allows a lot more options, since the kobolds will be be able to adapt to the specific scenario you place them in.

As to the kobolds not having exceptionally high Intelligence or Wisdom, keep in mind that a 10 is average for a human. If the kobolds were more intelligent than humans, why aren't there massive kobold empires, or complex forges with high-quality weapons and armor, or entire castles built underground. Kobolds are crafty and clever, but I think it's appropriate that they aren't more intelligent than humans. They're a clever monster with nasty tricks and a sinister sense of humor, which is appropriate for level 1 PCs. You don't want the kobolds so devious that they're always creating CR 5 traps for those level 1 PCs to encounter. Now, if you want to, you COULD make a genius kobold engineer who is smarter than the norm, and his ingenious traps and engines allow his tribe to dominate other kobolds, and even threaten the human nation nearby. But I think it's appropriate that the average kobold is devious and tricky, but not more intelligent than the average human.
 



I think there's a bit of a missed opportunity here by not giving the kobolds a lair with lair actions of its own. They seem to have given lair actions exclusively to big, legendary monsters. But the trap-savvy kobolds would have been a perfect candidate for such a thing, representing all their traps and tricks. A pulled lever here, a pressure plate there, and the whole cavern becomes a deathtrap.

that sounds great.

I would love to see a whole "Lair" set up as well a whole cave network...

In area's marked A these actions can be done in area's marked B this other action, and in C a whole nother list of actions... because traps are all diffrent
 

Some more ideas for fun kobolds, inspired by this thread.

Tunnels: Kobolds love tunnels, they have winding networks of them of different sizes.
Medium: These tunnels allow for medium creatures to move and fight like normal.
Cramped: Medium creatures have disadvantage with two handed weapons.
Small: Medium creatures have disadvantage on attacks, and movement cost is doubled.

Kobold Lairs & Traps
In key areas the DM indicates, any kobold present can use a bonus action to activate a lair trap. Some rooms might have more than one trap, each one can be triggered only once, and only one per round if there are multiple in the area.

A: Spear Trap; attack +5, 4 (1d6+1) piercing damage
B: Rockfall; 10’ x 10’ area, Dex save DC 10 for half damage, 5 (2d4) bludgeoning damage
C: Net; 10’ x 10’ area, Dex save DC 10 avoids, restrained until DC 15 athletics/acrobatics or 5 slashing damage.
D: Spike Barrage, entire room, targets only medium or larger creatures, Dex save DC 10 for half damage, 5 (2d4) piercing damage
E: Wind Tunnel; entire room, Dex save DC 15 to avoid having torches or lanterns from being extinguished.
F: Animal Cage; attack +5, 2 (1d4) damage, miss or hit a tiny animal like a rat, snake, or stirge ends up adjacent to the target.
G: Ohh that’s Gross!; you don’t want to know what was just flung at you, single target, Con save DC 10 or be poisoned for 1d4 rounds.

Obstacles: Kobolds love to use not just traps but special environmental objects and hazards, especially ones targeting larger creatures.

AA: Spinning Bridge; this bridge works normally for small creatures anyone else causes it to flip and flop, Dex save DC 10 to avoid falling, disadvantage if you took the dash action this turn.
BB: Slashing Tunnel; cramped and small tunnels with sharpened rocks along the edges, anytime a medium creature moves in the tunnel must make a Dex save DC 10 to avoid 1d4 slashing damage.
CC: Greased Floor; any creature entering or starting turn in area must make a DC 10 Dex save or fall prone.
DD: Big Caltrops; as per normal caltrops but small creatures have advantage on save and they do 2 damage instead of 1.
EE: Ankle Wire; any creature that moves or dashes through this square without first knowing about or seeing perception DC 15, falls prone.
FF: Neck Wire; same as ankle wire, but only effects medium creatures and target takes 2 (1d4) damage as well.

Prone & Crawling: for most of the above if a medium creature is prone or crawling he can be treated as a small creature DM's best judgment as always. By the end of a few kobold encounters plenty of adventurers are crawling on their hands and knees just trying to leave the kobold warrens.
 
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