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<blockquote data-quote="Paraxis" data-source="post: 6387313" data-attributes="member: 13009"><p>Some more ideas for fun kobolds, inspired by this thread.</p><p></p><p><strong>Tunnels:</strong> Kobolds love tunnels, they have winding networks of them of different sizes.</p><p>Medium: These tunnels allow for medium creatures to move and fight like normal.</p><p>Cramped: Medium creatures have disadvantage with two handed weapons.</p><p>Small: Medium creatures have disadvantage on attacks, and movement cost is doubled.</p><p></p><p><strong>Kobold Lairs & Traps</strong></p><p>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.</p><p></p><p>A: Spear Trap; attack +5, 4 (1d6+1) piercing damage</p><p>B: Rockfall; 10’ x 10’ area, Dex save DC 10 for half damage, 5 (2d4) bludgeoning damage</p><p>C: Net; 10’ x 10’ area, Dex save DC 10 avoids, restrained until DC 15 athletics/acrobatics or 5 slashing damage.</p><p>D: Spike Barrage, entire room, targets only medium or larger creatures, Dex save DC 10 for half damage, 5 (2d4) piercing damage</p><p>E: Wind Tunnel; entire room, Dex save DC 15 to avoid having torches or lanterns from being extinguished. </p><p>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.</p><p>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.</p><p></p><p><strong>Obstacles</strong>: Kobolds love to use not just traps but special environmental objects and hazards, especially ones targeting larger creatures.</p><p></p><p>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.</p><p>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.</p><p>CC: Greased Floor; any creature entering or starting turn in area must make a DC 10 Dex save or fall prone.</p><p>DD: Big Caltrops; as per normal caltrops but small creatures have advantage on save and they do 2 damage instead of 1.</p><p>EE: Ankle Wire; any creature that moves or dashes through this square without first knowing about or seeing perception DC 15, falls prone.</p><p>FF: Neck Wire; same as ankle wire, but only effects medium creatures and target takes 2 (1d4) damage as well.</p><p></p><p><strong>Prone & Crawling:</strong> 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.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6387313, member: 13009"] Some more ideas for fun kobolds, inspired by this thread. [B]Tunnels:[/B] 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. [B]Kobold Lairs & Traps[/B] 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. [B]Obstacles[/B]: 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. [B]Prone & Crawling:[/B] 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. [/QUOTE]
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