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Kobolds: Life's little failures

Mesh Hong

First Post
I think you might be able to get a little closer to what ComputerSherpa intended.

Here is my interpretation.

Thwok - Kobold Trainer Level 3 Elite Skirmisher (Leader)
Small Natural Humanoid (reptile) XP 300

Initiative +6 Senses Perception +1, darkvision
Remember Your Training (fear) aura 5; All Kobold allies inside aura gain
a +1 bonus to their Fortitude, Reflex and Will defences and gain a +2
bonus to skill checks and saving throws vs. Fear effects
HP 90; Bloodied 45
AC 19; Fortitude 15, Reflex 18, Will 18
Saving Throws +2
Speed 6
Action Points 1

:bmelee: Sword Slash (Standard; at-will)
Attack +8 vs. AC; 1d6+3 damage

:melee: Cleaving Strike (Standard; at-will)
Attack +8 vs. AC; 1d6+3 damage; on hit Thwok deals 3 damage to a
secondary target within reach

:melee: Twin Swords (Standard; recharge :5::6:)
2 attacks against the same target; attack +8 vs. AC; 1d6 damage

:melee: Angry Attack (Standard; encounter)
Attack +6 vs. Fortitude; 1d6+3 damage; on hit 1 ally gains a +3 attack
and damage bonus on their next attack against the target before the end
of their next turn

:melee: Sneaky Flourish (Standard; encounter)
Attack +8 vs. AC; 1d6+6 damage; Thwok may shift 1 square either before
or after making this attack

Combat Advantage
Thwok deals an additional 1d6 against targets granting it combat
advantage

Trap Sense
Thwok gains a +2 bonus to all defences against traps

Shifty (Minor; at-will)
Thwok may shift 1 square as a minor action

Alignment Unaligned Languages common, draconic
Skills Athletics +7, Dungeoneering +6, Intimidate +9
Str 12 (+2) Dex 17 (+4) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 16 (+4)
Equipment hide armour, 2x short sword


With monsters its not always a case of porting the PC powers over directly, you are usually better off interpreting them for best effect.

I didn't give him mob attack because I think that is more of a minion or standard creature power. I think it could get a little unbalanced if it was applied to an elite.

anyway, I hope this helps.
 

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Sporemine

First Post
I think I agree mesh. Good job, it's good to see the thread regaining strength. It would be good if you have any tips to give me on the kobold sniper.

Kudos

-Sporemine
 




Sporemine

First Post
:D Done

Dire Kobold
Level 3 Elite Brute
Medium Natural Humanoid (Reptilian)
XP 300
Initiative +3
Senses Perception +8
HP 108; Bloodied 54
AC 16; Fortitude 16, Reflex 16, Will 15
Saving Throws +2
Speed 6
Action Points 1

M Bite (Standard; at-will)+6 Vs. AC, 1d10+3 damage and the target contracts filth fever.

m Claw (Standard; at-will)+4 Vs. Reflex, 1d10+3 and the target contracts filth fever.

m ANGRY (Standard; recharge 3,4,5,6)The dire kobold makes two claw attacks and a bite attack.

Bloodied rage (activates when bloodied)The Dire kobold gains a +2 to all attacks and +4 to all damage when bloodied.

Alignment Unaligned

Languages Common
Skills Stealth +9
Str 16 (+4)Dex 16 (+4)Wis 14 (+3)Con 16 (+4)Int 14 (+3)Cha 14 (+3)

Kudos

-Sporemine
 
Last edited:

Mesh Hong

First Post
Here’s a little something to get my hand back in after a few days off.

A Kobold Mummy is an ancient kobold king who has been interred upon death. Such was his might and wisdom that an elaborate tomb was constructed to hold his remains, and a proportion of his wealth was buried with him. Over time a large society of kobolds has settled in the outer tunnels surrounding his tomb and a small tradition of kobold clergy has begun spreading the kings teachings.

The Kobold Mummy lies dormant in his gold sarcophagus, if the doors of his burial chamber are ever opened he will rise from his slumber to defend his legacy against intruders.

The following is a two stage solo creature, the first is the creatures base form.

Kobold Mummy Level 8 Solo Soldier
Small Natural Humanoid (undead) XP 1,750

Initiative +9 Senses Perception +8, darkvision
Festering Blight (necrotic) aura 2; all creatures inside aura gain only
regain half HPs from healing effects
HP 348; Bloodied 174; see Slough the Wrapping
Regeneration 10, if Mummy takes fire damage this regeneration does not
function next turn
AC 26; Fortitude 23, Reflex 20, Will 22
Immune disease, poison;
Resist 15 necrotic; Vulnerable 5 fire
Saving Throws +5, this bonus does not apply to ongoing fire effects
Speed 6
Action Points 1

:bmelee: Solid Punch (Standard; at-will) necrotic
Attack +15 vs. AC; 1d8+5 damage; on hit target is marked until the end of
Mummy's next turn and take 5 ongoing necrotic damage (save ends)

:melee: Grab and Bite (Standard; at-will)
Attack +13 vs. Fortitude; 1d6+5 damage; on hit the target is grabbed and
Mummy makes a secondary Bite attack against the same target; attack
+13 vs. Reflex; 2d6+5 necrotic damage; on hit target contracts Mummy
Rot (level 8) see MM1 p192

:close: Mummy Terror (Standard; encounter) fear
Burst 5; attack +11 vs. Will; on hit target is stunned until the end of
Mummy's next turn, aftereffect target is immobilised (save ends); on miss
target is immobilised (save ends)

:close: Festering Breath (Standard; recharge :5::6:) poison
Close blast 3; attack +13 vs. Fortitude; 3d6+4 poison damage; on hit
target is slowed and takes 5 ongoing poison damage (save ends both)

Necrotic Discharge (Immediate Reaction; recharge :5::6:) when hit by a
melee attack
When hit by a melee attack Mummy channels necrotic energy back along
the weapon; attack +13 vs. Fortitude; 2d6+4 necrotic damage

Slough the Wrapping (Immediate Reaction) when bloodied
When bloodied Mummy's wrappings slide off revealing the creatures final
form, see separate stat block

Alignment Evil Languages common, draconic
Skills Arcana +10, Athletics +14, History +10
Str 20 (+9) Dex 16 (+7) Wis 18 (+8)
Con 15 (+6) Int 12 (+5) Cha 16 (+7)

When bloodied the ancient wrappings covering the mummy fall away revealing its black and rotting zombie like bloody form. Without its armour like cloth the creature is quicker but easier to damage, also in its bloody state the Vestige gains darker and more desperate powers.

Kobold Mummy Vestige Level 8 Solo Brute
Small Natural Humanoid (undead) XP see Kobold Mummy

Initiative +8 Senses Perception +6, darkvision
Stench of Death (necrotic) aura 2; all creatures inside aura cannot spend
healing surges or regain HPs from healing effects
HP 174; Vestige is considered bloodied
AC 22; Fortitude 23, Reflex 22, Will 19
Immune disease, poison;
Resist 10 necrotic
Saving Throws +5
Speed 7
Action Points 1

:bmelee: Oozing Slam (Standard; at-will) necrotic
Attack +11 vs. AC; 2d8+5 necrotic damage; on hit target contracts
Mummy Rot (level 8) see MM1 p192

:melee: Slam and Spit (Standard; at-will) necrotic
Vestige makes a Slam and Spit Bile attack, Vestige may shift 1 square
between these two attacks

:ranged:Spit Bile (Standard; at-will) necrotic
Range 10; attack +9 vs. Reflex; 2d6+5 necrotic damage; on hit target
takes a -2 penalty to attacks and 5 ongoing necrotic damage (save ends
both)

:ranged:Mummies Curse (Minor; at-will) 1/round
Range 10; does not provoke opportunity attacks; attack +9 vs. Will; on
hit Vestige gains a +2 bonus to attack rolls against the target; only 1
curse may be active at a time, if Vestige curses a new target the old
curse is lifted

:close: Bile Breath (Standard; encounter) necrotic
Close blast 3; attack +9 vs. Reflex; 2d6+4 necrotic damage; on hit target
is blinded (save ends); on miss target takes half damage

Alignment Evil Languages common, draconic
Skills Arcana +10, Athletics +14, History +10
Str 20 (+9) Dex 18 (+8) Wis 14 (+6)
Con 15 (+6) Int 12 (+5) Cha 8 (+3)
 

Sporemine

First Post
Awesome as usual Mesh

I'm probably going to try my hand at another as well.

One other thing. Where did you get your D&D icon set? I want one...

Kudos

-Sporemine
 
Last edited:


Sporemine

First Post
Thanks for the icon locations.

One other thing.

The beginning post Which I have been updating with monsters, types, levels, authors and links has been cut off near the top due to a server crash while edits were being submitted, resulting in full on data loss. I may or may not make it again. :(

I think the internets hate me...

-Sporemine
 

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