Skip to content

Kobolds

Kobolds live in warrens and tunnels, thriving through numbers, traps, and cunning where individual weakness would leave them dead. A single kobold poses little threat; a warren defends itself with pits, arrows from the dark, and swarms rolled at intruders before they clear the entry passage.

A kobold warren has a Faction Proficiency Bonus of +2.

Theme: Beast Master

Kobolds who tame and ride beasts: rats, giant lizards, dire wolves, giant spiders. Burrows dug into forested hillsides, timber-braced tunnels smelling of musk and damp fur and wet earth. Bright at the surface entries; total darkness inside. Yaps, whines, and the scrape of claws on earth and stone.

Faction CR Creatures Features Locations
1 (~1,225 XP) 2 Kobold Bands, 1 Beast Pack Trait: Personality, Origin, Goal, Trouble, Lair Defenses, Hoard Kobolds: Warren Mouth, Sentry Nook, Nesting Burrow, Watering Pool, Beast Pen
2 (~3,350 XP) 5 Kobold Bands, 2 Beast Packs, 1 Sorcerer Band, 1 Kobold Chieftain Trait: Personality, Origin, Goal, Trouble, Lair Defenses, Hoard Kobolds: Warren Mouth, Sentry Nook, Nesting Burrow, Hatchery, Watering Pool, Beast Pen, Gathering Den, Hidden Entry, Midden
4 (~6,700 XP) 10 Kobold Bands, 4 Beast Packs, 2 Sorcerer Bands, 1 Kobold Chieftain, 1 Kobold Priest Trait: Personality, Origin, Goal, Trouble, Lair Defenses, Hoard Kobolds: Warren Mouth, Sentry Nook, Nesting Burrow, Hatchery, Watering Pool, Beast Pen, Feeding Pit, Gathering Den, Hidden Entry, Midden, Chief's Chamber, Prisoner Pit, Dispute Pit, Trophy Den, Warren Shrine

Theme: Lava

Kobolds who inhabit volcanic tunnels, commanding fire beetles, mephits, and the odd magmin. Cracked basalt walls, slag heaps in the corners; the air smells of sulfur and shimmers with rising heat. A distant rumble of magma somewhere below.

Faction CR Creatures Features Locations
1 (~1,225 XP) 2 Kobold Bands, 1 Fire Pack Trait: Personality, Origin, Goal, Trouble, Lair Defenses, Hoard Kobolds: Warren Mouth, Sentry Nook, Nesting Burrow, Lava Pool
2 (~3,350 XP) 5 Kobold Bands, 2 Fire Packs, 1 Sorcerer Band, 1 Kobold Chieftain Trait: Personality, Origin, Goal, Trouble, Lair Defenses, Hoard Kobolds: Warren Mouth, Sentry Nook, Nesting Burrow, Hatchery, Lava Pool, Gathering Den, Hidden Entry, Midden
4 (~8,500 XP) 10 Kobold Bands, 4 Fire Packs, 2 Sorcerer Bands, 1 Kobold Chieftain, 1 Kobold Priest, 1 Salamander Trait: Personality, Origin, Goal, Trouble, Lair Defenses, Hoard Kobolds: Warren Mouth, Sentry Nook, Nesting Burrow, Hatchery, Lava Pool, Gathering Den, Hidden Entry, Midden, Chief's Chamber, Prisoner Pit, Dispute Pit, Lava Shrine

Details

Creatures

Beast Pack. A tamed beast unit led by its Kobold handler. Pick per warren.

  • Rat Pack (CR 4, 550 XP) — 20 Giant Rats and 1 Kobold Taskmaster.
  • Lizard Riders (CR 4, 525 XP) — 7 Giant Lizards each ridden by a Kobold.
  • Wolf Riders (CR 3, 600 XP) — 2 Dire Wolves each ridden by a Kobold Skirmisher.
  • Spider Riders (CR 3, 600 XP) — 2 Giant Spiders each ridden by a Kobold Skirmisher.

Fire Pack. A fire-aligned unit led by its Kobold handler. Pick per warren.

  • Beetle Swarm (CR 4, 550 XP) — 50 Fire Beetles and 1 Kobold Taskmaster.
  • Magmin Pack (CR 3, 550 XP) — 5 Magmins and 1 Kobold Taskmaster.
  • Magma Mephit Pack (CR 3, 550 XP) — 5 Magma Mephits and 1 Kobold Taskmaster.
  • Steam Mephit Pack (CR 4, 550 XP) — 10 Steam Mephits and 1 Kobold Taskmaster.

Kobold Band (CR 3, 350 XP) — the warren's basic warrior formation. 1 Kobold Overseer plus 10 Kobolds. Loot: 3d10 gp.

Kobold Chieftain (CR 1, 200 XP) — the warren's leader. Present at faction CR 2 and CR 4. Usually found near the Chief's Chamber, often escorted by a Sorcerer Band. Kobold Chieftain stat block. Loot: 3d10 gp. See Hoard for magic items the Chieftain may carry.

Kobold Priest (CR 1, 200 XP) — the warren's spiritual leader. Present at faction CR 4. Serves at the Warren Shrine (Beast Master) or the Lava Shrine (Lava). Kobold Priest stat block. Loot: holy symbol, 2d10 gp. See Hoard for magic items the Priest may carry.

Salamander (CR 5, 1,800 XP) — an elemental in service to the Lava warren; present at faction CR 4 Lava only. Guards the Lava Shrine. Salamander stat block.

Sorcerer Band (CR 3, 350 XP) — 1 Kobold Sorcerer plus 6 Kobolds. Loot: 2d10 gp. See Hoard for scrolls and wands the Sorcerer may carry.

Features

Personality. Roll d6 or choose.

  1. Skittish (breaks and hides when pressed; regroups deeper).
  2. Zealous (worships the Chieftain; reckless unless the Chieftain falls).
  3. Clever (traps everywhere).
  4. Vicious (kills stragglers; leaves warnings at the entry).
  5. Opportunistic (offers the party a bargain if it looks strong, safe passage for coin, a rival's location for a favor).
  6. Desperate (low food, short tempers).

Origin. Roll d6 or choose.

  1. Driven from a larger warren by rivals.
  2. Fled a dragon that once ruled them.
  3. Followed a wandering shaman here decades ago.
  4. Escaped from a Penal Work Camp (see Fortifications: Penal Work Camp).
  5. Hatched here; always been here.
  6. Remnant of a much larger tribe once broken.

Goal. Roll d6 or choose.

  1. Grow the warren large enough to attract a dragon patron.
  2. Wipe out a specific rival warren.
  3. Steal one specific artifact rumored nearby.
  4. Survive one more season.
  5. Kidnap eggs from a rival to build numbers.
  6. Build the largest trap ever seen (their idea of art).

Trouble. Roll d6 or choose.

  1. The Chieftain is dying.
  2. A beast has broken loose in the lair.
  3. The Watering Pool has gone bad; the warren is sick.
  4. A rival warren is probing the outer tunnels.
  5. A captured adventurer has escaped and is hiding somewhere inside.
  6. Something older woke up in a deeper tunnel.

Lair Defenses. Pick 3 at CR 1, 4 at CR 2, 5 at CR 4. Place into Locations that may host one.

Defense Detect Avoid Effect Themes
Ambush Nook DC 14 Perception - Kobolds in the nook have half cover and are unseen until they act. all
Barricade - - Three-quarters cover; a DC 15 Strength check to shove aside. all
Hidden Escape Tunnel DC 16 Investigation - Concealed exit from the lair. all
Pit Trap DC 13 Perception DC 14 Dexterity save 1d6 bludgeoning plus 1d6 piercing (stakes at the bottom). all
Poison Arrow Trap DC 13 Perception DC 14 Dexterity save 1d6 piercing plus 1d6 poison. all
Steam Vent DC 14 Perception DC 13 Dexterity save 1d6 fire; blinded until the end of next turn. Lava
Tripwire with Tin Rattles DC 14 Perception DC 13 Dexterity save Bell rings; the warren is alerted. all

Hoard. Place at an appropriate Location.

CR 1 (1x CR 0-4)

  • Coins: 350 gp.
  • Gems: two rolls on Kobold Gems.
  • Magic items: one roll on Kobold Magic Items; on a d6 result of 5-6, a second roll.

CR 2 (2x CR 0-4)

  • Coins: 600 gp.
  • Gems: five rolls on Kobold Gems.
  • Magic items: two rolls on Kobold Magic Items; on a d6 result of 5-6, a third roll.

CR 4 (4x CR 0-4)

  • Coins: 1,000 gp.
  • Gems: ten rolls on Kobold Gems.
  • Magic items: five rolls on Kobold Magic Items.

    Junk (any hoard). Chipped weapons taken off travelers, coach lanterns, animal collars with name plates, teeth and bone shards, a broken sword hilt, a stolen merchant's signet, small trophies. For Beast Master warrens: pelts and claws. For Lava warrens: heat-fused metal, ash-blackened coin, a small crucible. May include a book or map the warren did not read.

Kobold Magic Items. Roll d20 or pick.

  1. Potion of Climbing.
  2. Potion of Healing.
  3. Potion of Fire Resistance.
  4. Potion of Animal Friendship.
  5. Spell scroll of grease.
  6. Spell scroll of magic missile.
  7. Spell scroll of scorching ray (Kobold Sorcerer can cast with a DC 12 CHA check).
  8. Spell scroll of fireball (Kobold Sorcerer can cast with a DC 13 CHA check).
  9. Dust of Disappearance.
  10. Boots of Elvenkind.
  11. Cloak of Elvenkind.
  12. Ring of Jumping.
  13. Wand of Web (3 charges left).
  14. Bag of Tricks (grey).
  15. Alchemy Jug.
  16. Immovable Rod.
  17. Bracers of Archery.
  18. Cloak of Protection.
  19. +1 spear or shortsword.
  20. +1 studded leather armor.

Kobold Gems. Roll d10 or pick. All entries fit any hoard as a single roll; scale value by rolling more times.

  1. Obsidian shard, 25 gp.
  2. Amber piece, 25 gp.
  3. Bone bead necklace, 25 gp.
  4. Rough garnet, 50 gp.
  5. Cave pearl, 50 gp.
  6. Rough bloodstone, 50 gp.
  7. Chipped ruby, 100 gp.
  8. Jade fragment, 100 gp.
  9. Malachite band, 100 gp.
  10. Polished quartz, 100 gp.

Locations

Beast Pen. Penned alcoves and gated stalls housing the tamed pack. Straw, water buckets, the smell of musk. Loot: tack and leashes. May have: a Lair Defense.

Chief's Chamber. The Chieftain's personal quarters and audience hall. Layered hides on the walls, trophy bones hung from the ceiling, a crude throne of stacked stones at the back. May have: a Lair Defense; a hoard.

Dispute Pit. A round sandy ring where disputes are settled by combat or shouted argument. Claws have scored the walls; the floor is dark with old blood.

Feeding Pit. (Beast Master.) Where the tamed beasts are fed. Bones piled in the corners; the smell alone drops passive Perception. Kobolds throw scraps in, sometimes captives. Loot: none beyond bones.

Gathering Den. The communal space for the warren when off duty. Kobolds eat and argue here. Loot: cooking pots; a stash of dried meat.

Hatchery. A guarded chamber where eggs are kept warm and hatchlings kept. Scavenged cloth and straw line the pit; a smoldering fire keeps the air warm. Kobolds defend this to the last. May have: a Lair Defense.

Sentry Nook. A small watch station. Spears resting against the wall, a shallow firepit, scratched tally marks on the wall. Loot: a signal horn (10 gp). May have: a Lair Defense.

Hidden Entry. A concealed second way in, known only to the warren. Camouflaged by brush or rubble; DC 16 Perception to spot from outside. May have: a Lair Defense.

Lava Pool. A pit of magma with small steps to cross it. The air shimmers with heat and the stone around the rim is glassy. Effect: a DC 12 Acrobatics check is required; 3d6 fire damage on a failure.

Lava Shrine. A chamber where the warren worships the volcano's molten heart. Blackened altar stones and charring where offerings burned. At faction CR 4, the Salamander guards this and the Kobold Priest presides. Loot: offerings (5d20 gp in coin, a few small gems). May have: a hoard.

Warren Mouth. The primary way in and out. A door, a plank, or a natural passage. Guarded at all times. May have: a Lair Defense.

Midden. The refuse pit. Bones, broken tools, and worse. The smell hangs in a wide radius; flies constant.

Nesting Burrow. Alcoves dug into the walls where families sleep and eggs are kept warm. Lined with scavenged cloth and feathers. Loot: 2d10 sp.

Prisoner Pit. A dug out pit where the warren holds captives for ransom or leverage or food. Straw floor, wooden grate above. May have: a Lair Defense.

Trophy Den. A chamber lined with pelts, antlers, and skulls of the Beast Master pack's prey. Loot: hides May have: a hoard.

Warren Shrine. A rough-carved effigy of the warren's dragon patron sits at the back of the chamber. Offerings piled at its feet: bones, scale-chips, small stones. At faction CR 4, the Kobold Priest presides. Loot: offerings (2d20 gp in coin, a few small gems). May have: a hoard.

Watering Pool. The lair's water source. A shallow underground pool fed by a slow drip; muddy banks.

Mapping

Once you know the locations of the warren, you can create a basic map.

  1. Take a d6 for each Location. Drop all dice onto a page. Each die represents where a Location is and how deep it is. Assign the highest die (or one of them) to be the Warren Mouth.
  2. Read each remaining die, and assign a Location to it:
    • 5-6 (upper): near the surface. Sentry Nook, Hidden Entry.
    • 3-4 (middle): the working spaces. Nesting Burrow, Gathering Den, Beast Pen, Dispute Pit, Prisoner Pit.
    • 1-2 (lower): the deep interior. Chief's Chamber, Hatchery, Shrine, Trophy Den, Watering Pool, Lava Pool. Mark each Location and its depth on the map.
  3. Connect the Locations. Connect them with passages; every Location has at least one connection. The Warren Mouth connects to at least one Sentry Nook.
  4. Place Creatures. Roughly half the Locations hold a creature at any given time. Sentry Nook, Gathering Den, Hatchery, and Chief's Chamber almost always do. If any creatures don't fit, they are assumed to be away hunting, scouting, etc.
  5. Place Lair Defenses. Assign each pick from the Lair Defenses table to a Location.
  6. Place Hoards. Assign the hoard to a Location.