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Two new kobolds
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<blockquote data-quote="Nekowolf" data-source="post: 5573099" data-attributes="member: 6668056"><p>Uhm, well first, hello. I'm new to DMing, and I'm running my first campaign ever. Planning its third session, currently, actually. Currently, I'm thinking it's going to be kobold-heavy, due to one of the Big Bad Bosses being a dracolich, and an agreement with a green dragon (who is actually an offspring of the dracolich) involving one of his favorite servants, a kobold named Cork, whom the Big Baddies turned into a lich. He'll be a recurring character, and slated right now for a big 3rd level fight; I designed Cork as a 3rd level lich, but I knocked down some of his lich powers (think of it like, his lichiness hasn't fully come around?).</p><p></p><p>Well anyway, I digress. I had this idea for two new kobolds, but since I'm new to actually <em>making</em> monsters, I was hoping for some suggestions or maybe advice. Here's the two kobolds I made. They are both use mounts, which is figured a bit into their stats. That's why they lack darkvision; the riding kobolds have darkvision but not the mounts themselves. That's also why their stealth is a little low for kobolds.</p><p></p><p>--------------------------------------------------------------</p><p></p><p><u><strong>Kobold Redwing</strong></u></p><p>Called Redwings for the tradition of marking their drake mounts in the blood of fallen enemies.</p><p></p><p><strong>Kobold Redwing</strong> --- <strong>Level 4 Skirmisher</strong></p><p>Small natural humanoid (reptile) --- XP 175</p><p><strong>Initiative</strong> +6 --- <strong>Senses</strong> Perception +1</p><p><strong>HP</strong> 52; <strong>Bloodied</strong> 26</p><p><strong>AC</strong> 18; <strong>Fortitude</strong> 16,<strong> Reflex</strong> 18, <strong>Will</strong> 16</p><p><strong>Speed</strong> 4, fly 8 (hover)</p><p></p><p><em>m</em> <strong>Spear</strong> (standard; at-will) ♦ <strong>Weapon</strong></p><p> +9 vs. AC; 1d8 + 5 damage. and the target is marked until</p><p> the end of the kobold redwing's next turn.</p><p></p><p><em>M</em> <strong>Flyby Attack</strong> (standard; at-will) ♦ <strong>Mount</strong></p><p> The kobold's drake flies up to 8 squares and makes one</p><p> melee basic attack at any point during that movement.</p><p> The drake doesn’t provoke opportunity attacks when</p><p> moving away from the target of the attack.</p><p></p><p><em>M</em> <strong>Skydive Joust</strong> (standard; encounter) ♦ <strong>Weapon, Mount</strong></p><p> The kobold redwing flies high into the air. At the beginning</p><p> of its next turn, it makes a sudden and fast dive against a</p><p> target within half its fly speed, using that turn's standard</p><p> action.</p><p> +9 vs. Reflex; 2d6 + 7 damage, and target grants combat</p><p> advantage to ally kobolds adjacent to target until the end</p><p> of ally kobolds' turn.</p><p></p><p><strong>Trap Sense</strong></p><p> The kobold gains a +2 bonus to all defenses against traps.</p><p></p><p><strong>Alignment</strong> Evil --- <strong>Languages</strong> Common, Draconic</p><p><strong>Stealth</strong> +5, <strong>Thievery</strong> +7 </p><p><strong>Str</strong> 14 (+3) <strong>Dex</strong> 16 (+4) <strong>Wis</strong> 12 (+1)</p><p><strong>Con</strong> 12 (+2) <strong>Int</strong> 9 (+0) <strong>Cha</strong> 10 (+1)</p><p><strong>Equipment</strong> hide armor, spear</p><p></p><p><strong>Kobold Redwing Tactics</strong></p><p>Kobold Redwings like to fly out of reach of melee targets, flying around and swooping in at the back lines, often using <em>flyby attack</em> if there's an opening to get a quick jab at those in the front. If there is an enemy that is causing problems, they will use their <em>skydive joust</em> to help its allies take it down.</p><p></p><p>--------------------------------------------------------------</p><p></p><p><u><strong>Kobold Drakerider</strong></u></p><p>Kobold Drakerider employ ground drakes as mounts, charging into battle, and going full assault.</p><p></p><p><strong>Kobold Drakerider</strong> --- <strong>Level 4 Brute</strong></p><p>Small natural humanoid (reptile) --- XP 175</p><p><strong>Initiative</strong> +2 --- <strong>Senses</strong> Perception +1</p><p><strong>HP</strong> 64; <strong>Bloodied</strong> 32</p><p><strong>AC</strong> 16; <strong>Fortitude</strong> 18, <strong>Reflex</strong> 14, <strong>Will</strong> 16</p><p><strong>Speed</strong> 8</p><p></p><p>m <strong>Scimitar</strong> (standard; at-will) ♦ <strong>Weapon</strong></p><p> +9 vs. AC; 1d8 + 5 damage</p><p></p><p><strong>Combat Advantage</strong></p><p> The kobold drakerider deals an extra 1d6 damage on melee</p><p> and ranged attacks against any target it has combat</p><p> advantage against.</p><p></p><p><strong>Mob Attack</strong></p><p> The kobold skirmisher gains a +1 bonus to attack rolls per</p><p> kobold ally adjacent to the target.</p><p></p><p>M <strong>Bloody Rage</strong> (standard; encounter; recharges when first</p><p>bloodied) ♦ <strong>Weapon</strong></p><p> Kobold drakerider makes an attack, and if successful</p><p> deals an automatic critical hit, and ongoing damage.</p><p> +9 vs. Fortitude; 21 damage, and 5 ongoing</p><p> damage (save ends).</p><p></p><p><strong>Alignment</strong> Evil --- <strong>Languages</strong> Common, Draconic</p><p><strong>Stealth</strong> +5, <strong>Thievery</strong> +7 </p><p><strong>Str</strong> 16 (+4) <strong>Dex</strong> 13 (+2) <strong>Wis</strong> 10 (+1)</p><p><strong>Con</strong> 14 (+3) <strong>Int</strong> 9 (+0) <strong>Cha</strong> 12 (+2)</p><p><strong>Equipment</strong> chainmail, scimitar</p><p></p><p><u><strong>Kobold Drakerider Tactics</strong></u></p><p>Kobold Drakeriders like to charge into battle, plowing into the front lines. They will often break up into teams of two or three, each team striking at a particular target together. A kobold drakerider will usually use their <em>bloody rage</em> on a tough opponent to weaken it during the fight.</p><p></p><p>--------------------------------------------------------------</p><p></p><p>I'm rather satisfied with the Kobold Redwings, because it really uses their mount, and if they get off, it's a rather easy conversion, since they're basically just toughed-up Skirmishers. But I'm not so sure about the Drakeriders. I would've liked to have at least one mount-necessary power, but I couldn't really think of one that I thought might be too much. So I just upped their speed.</p><p></p><p>But yeah, are they too strong, or maybe should be better at a different level, anything like that? I'd really appreciate some critique and advice from those more experienced than I am at doing this.</p></blockquote><p></p>
[QUOTE="Nekowolf, post: 5573099, member: 6668056"] Uhm, well first, hello. I'm new to DMing, and I'm running my first campaign ever. Planning its third session, currently, actually. Currently, I'm thinking it's going to be kobold-heavy, due to one of the Big Bad Bosses being a dracolich, and an agreement with a green dragon (who is actually an offspring of the dracolich) involving one of his favorite servants, a kobold named Cork, whom the Big Baddies turned into a lich. He'll be a recurring character, and slated right now for a big 3rd level fight; I designed Cork as a 3rd level lich, but I knocked down some of his lich powers (think of it like, his lichiness hasn't fully come around?). Well anyway, I digress. I had this idea for two new kobolds, but since I'm new to actually [I]making[/I] monsters, I was hoping for some suggestions or maybe advice. Here's the two kobolds I made. They are both use mounts, which is figured a bit into their stats. That's why they lack darkvision; the riding kobolds have darkvision but not the mounts themselves. That's also why their stealth is a little low for kobolds. -------------------------------------------------------------- [U][B]Kobold Redwing[/B][/U] Called Redwings for the tradition of marking their drake mounts in the blood of fallen enemies. [B]Kobold Redwing[/B] --- [B]Level 4 Skirmisher[/B] Small natural humanoid (reptile) --- XP 175 [B]Initiative[/B] +6 --- [B]Senses[/B] Perception +1 [B]HP[/B] 52; [B]Bloodied[/B] 26 [B]AC[/B] 18; [B]Fortitude[/B] 16,[B] Reflex[/B] 18, [B]Will[/B] 16 [B]Speed[/B] 4, fly 8 (hover) [I]m[/I] [B]Spear[/B] (standard; at-will) ♦ [B]Weapon[/B] +9 vs. AC; 1d8 + 5 damage. and the target is marked until the end of the kobold redwing's next turn. [I]M[/I] [B]Flyby Attack[/B] (standard; at-will) ♦ [B]Mount[/B] The kobold's drake flies up to 8 squares and makes one melee basic attack at any point during that movement. The drake doesn’t provoke opportunity attacks when moving away from the target of the attack. [I]M[/I] [B]Skydive Joust[/B] (standard; encounter) ♦ [B]Weapon, Mount[/B] The kobold redwing flies high into the air. At the beginning of its next turn, it makes a sudden and fast dive against a target within half its fly speed, using that turn's standard action. +9 vs. Reflex; 2d6 + 7 damage, and target grants combat advantage to ally kobolds adjacent to target until the end of ally kobolds' turn. [B]Trap Sense[/B] The kobold gains a +2 bonus to all defenses against traps. [B]Alignment[/B] Evil --- [B]Languages[/B] Common, Draconic [B]Stealth[/B] +5, [B]Thievery[/B] +7 [B]Str[/B] 14 (+3) [B]Dex[/B] 16 (+4) [B]Wis[/B] 12 (+1) [B]Con[/B] 12 (+2) [B]Int[/B] 9 (+0) [B]Cha[/B] 10 (+1) [B]Equipment[/B] hide armor, spear [B]Kobold Redwing Tactics[/B] Kobold Redwings like to fly out of reach of melee targets, flying around and swooping in at the back lines, often using [I]flyby attack[/I] if there's an opening to get a quick jab at those in the front. If there is an enemy that is causing problems, they will use their [I]skydive joust[/I] to help its allies take it down. -------------------------------------------------------------- [U][B]Kobold Drakerider[/B][/U] Kobold Drakerider employ ground drakes as mounts, charging into battle, and going full assault. [B]Kobold Drakerider[/B] --- [B]Level 4 Brute[/B] Small natural humanoid (reptile) --- XP 175 [B]Initiative[/B] +2 --- [B]Senses[/B] Perception +1 [B]HP[/B] 64; [B]Bloodied[/B] 32 [B]AC[/B] 16; [B]Fortitude[/B] 18, [B]Reflex[/B] 14, [B]Will[/B] 16 [B]Speed[/B] 8 m [B]Scimitar[/B] (standard; at-will) ♦ [B]Weapon[/B] +9 vs. AC; 1d8 + 5 damage [B]Combat Advantage[/B] The kobold drakerider deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. [B]Mob Attack[/B] The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target. M [B]Bloody Rage[/B] (standard; encounter; recharges when first bloodied) ♦ [B]Weapon[/B] Kobold drakerider makes an attack, and if successful deals an automatic critical hit, and ongoing damage. +9 vs. Fortitude; 21 damage, and 5 ongoing damage (save ends). [B]Alignment[/B] Evil --- [B]Languages[/B] Common, Draconic [B]Stealth[/B] +5, [B]Thievery[/B] +7 [B]Str[/B] 16 (+4) [B]Dex[/B] 13 (+2) [B]Wis[/B] 10 (+1) [B]Con[/B] 14 (+3) [B]Int[/B] 9 (+0) [B]Cha[/B] 12 (+2) [B]Equipment[/B] chainmail, scimitar [U][B]Kobold Drakerider Tactics[/B][/U] Kobold Drakeriders like to charge into battle, plowing into the front lines. They will often break up into teams of two or three, each team striking at a particular target together. A kobold drakerider will usually use their [I]bloody rage[/I] on a tough opponent to weaken it during the fight. -------------------------------------------------------------- I'm rather satisfied with the Kobold Redwings, because it really uses their mount, and if they get off, it's a rather easy conversion, since they're basically just toughed-up Skirmishers. But I'm not so sure about the Drakeriders. I would've liked to have at least one mount-necessary power, but I couldn't really think of one that I thought might be too much. So I just upped their speed. But yeah, are they too strong, or maybe should be better at a different level, anything like that? I'd really appreciate some critique and advice from those more experienced than I am at doing this. [/QUOTE]
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