This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.
Kobold CR 1/4
Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Base Atk +1; CMB –1; CMD 10
Feats Skill Focus (Perception)
Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Environment temperate underground or deep forest
Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)
Treasure NPC gear (leather armor, spear, sling, other treasure)
Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.
While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.
Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.
ExamplesKobold Rogue 2 (CR 1/2)
While most kobolds are red, green, blue, or black in coloration, a few among them exhibit powerful abilities based on the color of their scales. These truly exceptional specimens are admired by their kin and often rise to positions of power and authority in the tribe. None of these exceptional kobolds are powerful enough to have higher CRs, but they are slightly superior to their kin nonetheless.
Black: Widely dispersed in forests, swamps, and underground, the black-scaled kobolds are better swimmers than their brethren and gain a +4 racial bonus on Swim checks.
Blue: The blue variant of kobolds appears most often within tribes dominated by other scale colors. They are said to be among the best diabolists and schemers, and gain a +1 inherent bonus to their Wisdom. Many are powerful clerics of Asmodeus.
Green: These are the standard forest kobolds, well camouflaged in leafy undergrowth. They gain an additional +4 racial bonus on Stealth checks.
Red: These kobolds are pyromaniacs and make extensive use of fire, especially the alchemical and magical kinds. These kobolds gain a +2 bonus to the DC of any spell they cast with the fire subtype and a +2 bonus on saves made against fear effects. Most are a bit more arrogant than average kobolds.
White: Like the blues, white-scaled kobolds are a little less frequent than other types. They are often powerful sorcerers, gaining a +1 bonus to the DC of any spell they cast with the cold subtype and a +1 inherent bonus to their Charisma.
In addition to these, the kobolds sometimes hatch out a throwback to their draconic ancestors. These are the dragonbreath kobolds, who share the ability of the chromatic dragons to breathe acid, cold, electricity, fire, or poisonous gas. They can breathe in 15-foot lines or 10-foot cones once per round as a move action, forcing a DC 13 Ref lex save for half damage. Those who fail the saving throw take 1d8 points of damage. After using their breath weapons, dragonbreath kobolds must wait 1d4 rounds before using them again. These kobolds are CR 1.
Many kobold sorcerers make a magical trap called a staring box, which resembles a treasure chest or an ivory or rare wooden coffer, such as a merchant might use to transport jewels. When a staring box is opened, however, a hypnotic pattern spell is unleashed, affecting all those within a 10-foot radius who fail a DC 14 Will save. The pattern remains for 1d6 x 10 minutes. Kobolds are entitled to a +4 racial bonus on this save, as they often use such boxes as a form of entertainment, staring slackjawed at their glittering light patterns for hours.
It’s unclear whether these sling stones are the product of kobold alchemy, sorcery, or both, but they are fairly effective weapons. They can be hurled as sling stones with normal range, but require only a touch attack to succeed. When they strike a target they release a cloud of gas that requires a DC 13 Fortitude save. If the saving throw succeeds, the target is unaffected. If the save fails, the target is nauseated for 2 rounds.
Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker.