KOBOLD

August 9th, 2018


Here's a fairly easy one, by request of a friend of mine. Apparently he wants an opportunity to fight one of the most famously easy to beat monsters in Pathfinder, a creature who makes goblins look intimidating. Kobolds may be pathetic, but every group of 1st level adventures needs that one encounter where you get to flex and simply wipe the floor with the enemy. And despite their stature and relative weakness as a base monster, just Google "Tucker's Kobolds" for an example of how dangerous they can be in numbers, and with class levels. The CRs don't go down to 1/4 as far as I can tell in Starfinder, so today's kobolds are maybe a little tougher than their ancestors, but not by a whole heck of a lot.  

This is a conversion from the kobold in the Pathfinder Roleplaying Game Bestiary (p. 183) to the Starfinder Roleplaying Game.



KOBOLD


This three-foot tall, scaly reptilian smiles through a snout packed with pointy little teeth, his long, lizard tail sticking out the back of his estex suit, as he brings his laser pistol to bear.

KOBOLD CR 1/3

XP 135

LE Small humanoid (reptilian)

Init +3; Senses darkvision 60 ft.; Perception +7


DEFENSE

HP 6

EAC 10; KAC 12

Fort +3; Ref +1; Will +0

Weaknesses light blindness


OFFENSE

Speed 30 ft.

Melee tactical spear +4 (1d6 P)

Ranged azimuth laser pistol +1 (1d4 F; critical burn 1d4)


STATISTICS

Str -1; Dex +3; Con +1; Int +0; Wis +0; Cha -1

Skills Bluff +7, Engineering +3, Perception +7, Stealth +3

Languages Draconic

Gear azimuth laser pistol, estex suit I, tactical spear, tool kit (trapsmiths tools)


ECOLOGY

Environment temperate underground, deep forest, or urban

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)


As it has ever been, kobolds thrive in the dark places of the universe, though today they are just as likely to dwell in the shadowy slums of megacities, where they toil and labor for minimum wage salaries and fight for scraps, as they are to live in the vast underground caverns and light-less forests found on countless worlds. They still proudly claim their race to be true-blooded inheritors of the draconic tradition, poised to someday conquer the universe alongside their more powerful relatives, but as it has always been, true dragons view kobolds as less than pawns.

Throughout the universe, but particularly in the Drakelands of Triaxus, where kobolds have always been numerous, modern kobolds slave away in factories by the millions, helping manufacture weapons, vehicles, and other goods for their draconic corporate overlords. Despite their arrogance regarding their lineage, kobolds, especially those who have become alienated from their traditional tribal, clutch-based structures by centuries of urbanization and wage labor, are cowardly and self-centered, and the thought of uniting for better working conditions seems entirely foreign to their race, at least so far.

Kobolds still are obsessed with traps, and now they often booby-trap their tiny, solitary apartments so that their neighbors cannot burglarize them while they are working their long shifts. Kobolds have traditionally kept dire rats as pets, and urban kobolds often follow this tradition by keeping fierce guard-rats at home.

Kobold adventurers often take to the stars in an effort to escape the harsh conditions under which they toil in humanoid cities, or in an effort to seek power and wealth that they can use to advance in society when they return. Though most kobolds are respectful of authority and they are generally lawful, many kobold adventurers are good-aligned, and some even adventure in order to try to make a better life for their brothers and sisters at home.

Kobold anatomy has changed little through the centuries. They are typically 2-½ to a little over 3 feet tall and weigh around 30 pounds. Red-scaled kobolds remain the most common variation, although specimens representing all five of the chromatic dragon types can be found.


RACIAL TRAITS

Ability Adjustments +2 Cha, +2 Dex, -2 Str

Size and Type Kobolds are Small humanoids with the reptilian subtype.

Darkvision Kobolds have darkvision with a range of 60 feet.

Crafter Kobolds receive a +2 racial bonus to Engineering checks. In addition, kobolds reduce the base time it takes to create an item using Engineering to two hours.

Draconic Heritage Kobolds receive a +2 racial bonus to Bluff, Intimidate, and Perception checks.

Trapmaker's Art Kobolds receive a +2 bonus to Perception checks to search for traps, as well as to Engineering and Computer checks to disable traps.


NEW CREATURE SUBTYPE GRAFT

Reptilian

This subtype is applied to humanoids of some of the various reptilian subspecies that hail from Golarion, such as kobolds, lizardfolk, and troglodytes.

Traits: Darkvision 60 ft.; many NPCs with this subtype gain Perception as a master skill.



Dan Ficklin / Gamemaster and Writer/ All rights reserved
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