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The Neglected Kobold
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<blockquote data-quote="Quickleaf" data-source="post: 6404783" data-attributes="member: 20323"><p>Thanks for the comments <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Well, if you look over the Sphinx, you'll see that several of their Lair Actions (like planeshifting) are not meant to give them better action advantage but to evoke a certain theme/feel.</p><p></p><p>Similarly, Tunnel Scatter is meant to evoke a certain theme - sneaky shifty cowardly kobolds scampering away in dark tunnels - and to provide a mechanism to reduce the devastation caused by area effect spells on low hit point kobolds. </p><p></p><p>Same for Activate Trap. Of course a kobold could spend an action to do it, but by allowing them to use a reaction to trigger a trap it allows for lots more scenarios without needing the DM to think about Readying an Action. It evokes a certain theme - kobolds as insidious trap-users who know to wait for just the right moment to opportunistically spring their trap. While outside of their lair kobolds need to Ready an Action to do this, within their lair they are treated as always ready to spring traps.</p><p></p><p>Guerilla Tactics is evocative, yes, though I am concerned the extra attacks out of turn may be a bit much. You are correct that such extra attacks aren't necessary when dealing with multiple monsters vs. a solo monster. Some alternative ideas I have for this are...</p><ul> <li data-xf-list-type="ul">to simply make it a Stealth ability (and take away the extra attacks).</li> <li data-xf-list-type="ul">to make it a combined attack ability, particularly a combined grapple & drag away into the tunnels.</li> <li data-xf-list-type="ul">to make it a thieving ability, where kobolds strip enemies of equipment and then use it against them.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6404783, member: 20323"] Thanks for the comments :) Well, if you look over the Sphinx, you'll see that several of their Lair Actions (like planeshifting) are not meant to give them better action advantage but to evoke a certain theme/feel. Similarly, Tunnel Scatter is meant to evoke a certain theme - sneaky shifty cowardly kobolds scampering away in dark tunnels - and to provide a mechanism to reduce the devastation caused by area effect spells on low hit point kobolds. Same for Activate Trap. Of course a kobold could spend an action to do it, but by allowing them to use a reaction to trigger a trap it allows for lots more scenarios without needing the DM to think about Readying an Action. It evokes a certain theme - kobolds as insidious trap-users who know to wait for just the right moment to opportunistically spring their trap. While outside of their lair kobolds need to Ready an Action to do this, within their lair they are treated as always ready to spring traps. Guerilla Tactics is evocative, yes, though I am concerned the extra attacks out of turn may be a bit much. You are correct that such extra attacks aren't necessary when dealing with multiple monsters vs. a solo monster. Some alternative ideas I have for this are... [list][*]to simply make it a Stealth ability (and take away the extra attacks). [*]to make it a combined attack ability, particularly a combined grapple & drag away into the tunnels. [*]to make it a thieving ability, where kobolds strip enemies of equipment and then use it against them.[/list] [/QUOTE]
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