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<blockquote data-quote="Paraxis" data-source="post: 6385171" data-attributes="member: 13009"><p>Seriously how hard would it be to just give us the basic kobold and then include the following.</p><p><strong>EDIT:</strong> format and added a couple things</p><p></p><p><strong>Optional abilities:</strong> If you give them one increase CR to ¼, two CR ½ and give them 2 extra h.p per option.</p><p></p><p>Shifty: may disengage as a bonus action.</p><p></p><p>Draconic Ancestry: the kobold gains resistance to one of the following energy types fire, lightning, acid, poison, or cold, scale color usually matches a chromatic dragon with the same type of resistance.</p><p></p><p>Flight: gain fly speed of 30 feet, increase Dexterity to 16 which increases AC to 13, and gives them a +1 to hit and damage. They can make ranged attacks with advantage against targets on the ground.</p><p></p><p>Superior Weapons: give them a short sword 5 (1d6+2) and use the dagger as an off hand attack for 2 (1d4).</p><p></p><p><strong>Special Sling ammunition:</strong> typically carry 2 of these, range for them is half normal (15/60)</p><p></p><p>Blackscale Acid Pot: 5 (2d4) acid damage, and 2 (1d4) acid damage to anyone within 5 feet of target. If the target is missed it takes 2 (1d4) acid damage and no damage to anyone else.</p><p></p><p>Redscale Fire Pot: 2 (1d4) fire damage and ongoing 2 (1d4) fire damage at the start of the targets turn until it can extinguish itself with an action Dex save DC 10, or other plausible action DC 10.</p><p></p><p>Greenscale Poison Pot: 2 (1d4) poison damage and target makes a DC 10 Con save or gain the poisoned condition, can remake the save at the end of each of the targets turns.</p><p></p><p>Whitescale Ice Block: 5 (2d4) cold damage and the targets speed is reduced by 10 feet for a minute.</p><p></p><p>Bluescale Stone: 5 (2d4) lightning damage and the target can’t take reactions until the start of it’s next turn.</p><p></p><p>Thunderstone: 3 (1d6) damage and target and all adjacent creatures make a Con save DC 10 or be deafened for 1 minute, on a miss no damage but still need to make save.</p><p></p><p>Tangle Goo: no damage, but the target gains the restrained condition, can end by using an action to make a DC 10 Str save.</p><p></p><p>Live Rat: no damage but now a live angry rat is adjacent to the target, if miss lands 10' away.</p><p></p><p>Live Snake: see rat.</p><p></p><p><strong>Tactics:</strong></p><p>Traps: Kobolds are notorious trap makers, they are usually crude but effective and well hidden. </p><p></p><p>Darkness: Kobolds dislike the sunlight and use darkness to their advantage when they can, hiding in ambush, gaining advantage on attacks from being hidden, they will use actions to attempt to knock torches or lanterns from enemies hands dousing them, a successful attack that does no damage but forces a Str save DC 10 to avoid dropping the item.</p><p></p><p><strong>Kobold Heroes:</strong> Kobolds leaders are often sneaky rogues, dragonblood sorcerers, or shield bearing fighters. Increase CR by 1 category, normally ¼ (50 xp)</p><p></p><p></p><p>Kobold Sneak: +4 h.p, +1d6 damage once per turn when they have advantage, +4 to stealth and athletics rolls. </p><p></p><p>Kobold Dragonbloods: +4 h.p, +3 AC, Cha 10(+0) spell attack mod +2, spell save DC 10</p><p>cantrips: prestidigitation, minor illusion, and one of the following: acid splash, chill touch, fire bolt, poison spray, ray of frost, or shocking grasp.</p><p>2/day can cast the shield spell: as a reaction can gain a +5 to AC.</p><p></p><p>Kobold Dragonshield: +6 h.p, +2 AC, uses a short sword 5 (1d6+2) and shield, protection: as a reaction give an enemy disadvantage on an attack against an adjacent ally.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6385171, member: 13009"] Seriously how hard would it be to just give us the basic kobold and then include the following. [B]EDIT:[/B] format and added a couple things [B]Optional abilities:[/B] If you give them one increase CR to ¼, two CR ½ and give them 2 extra h.p per option. Shifty: may disengage as a bonus action. Draconic Ancestry: the kobold gains resistance to one of the following energy types fire, lightning, acid, poison, or cold, scale color usually matches a chromatic dragon with the same type of resistance. Flight: gain fly speed of 30 feet, increase Dexterity to 16 which increases AC to 13, and gives them a +1 to hit and damage. They can make ranged attacks with advantage against targets on the ground. Superior Weapons: give them a short sword 5 (1d6+2) and use the dagger as an off hand attack for 2 (1d4). [B]Special Sling ammunition:[/B] typically carry 2 of these, range for them is half normal (15/60) Blackscale Acid Pot: 5 (2d4) acid damage, and 2 (1d4) acid damage to anyone within 5 feet of target. If the target is missed it takes 2 (1d4) acid damage and no damage to anyone else. Redscale Fire Pot: 2 (1d4) fire damage and ongoing 2 (1d4) fire damage at the start of the targets turn until it can extinguish itself with an action Dex save DC 10, or other plausible action DC 10. Greenscale Poison Pot: 2 (1d4) poison damage and target makes a DC 10 Con save or gain the poisoned condition, can remake the save at the end of each of the targets turns. Whitescale Ice Block: 5 (2d4) cold damage and the targets speed is reduced by 10 feet for a minute. Bluescale Stone: 5 (2d4) lightning damage and the target can’t take reactions until the start of it’s next turn. Thunderstone: 3 (1d6) damage and target and all adjacent creatures make a Con save DC 10 or be deafened for 1 minute, on a miss no damage but still need to make save. Tangle Goo: no damage, but the target gains the restrained condition, can end by using an action to make a DC 10 Str save. Live Rat: no damage but now a live angry rat is adjacent to the target, if miss lands 10' away. Live Snake: see rat. [B]Tactics:[/B] Traps: Kobolds are notorious trap makers, they are usually crude but effective and well hidden. Darkness: Kobolds dislike the sunlight and use darkness to their advantage when they can, hiding in ambush, gaining advantage on attacks from being hidden, they will use actions to attempt to knock torches or lanterns from enemies hands dousing them, a successful attack that does no damage but forces a Str save DC 10 to avoid dropping the item. [B]Kobold Heroes:[/B] Kobolds leaders are often sneaky rogues, dragonblood sorcerers, or shield bearing fighters. Increase CR by 1 category, normally ¼ (50 xp) Kobold Sneak: +4 h.p, +1d6 damage once per turn when they have advantage, +4 to stealth and athletics rolls. Kobold Dragonbloods: +4 h.p, +3 AC, Cha 10(+0) spell attack mod +2, spell save DC 10 cantrips: prestidigitation, minor illusion, and one of the following: acid splash, chill touch, fire bolt, poison spray, ray of frost, or shocking grasp. 2/day can cast the shield spell: as a reaction can gain a +5 to AC. Kobold Dragonshield: +6 h.p, +2 AC, uses a short sword 5 (1d6+2) and shield, protection: as a reaction give an enemy disadvantage on an attack against an adjacent ally. [/QUOTE]
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