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General Description: Kobolds are probably one of the oddest sapient species on Orth. They are small creatures with a somewhat bird-like gait, thin digitigrade legs and a long tail, and resemble both reptiles and mammals but are actually monotremes, both suckling their young and also laying eggs. Their faces are somewhere between reptile and rodent, with a long thin snout similar to that of a crocodile, sharp teeth, large eyes, small horns atop their heads and long, highly mobile rabbit-like ears sticking out from either side of their head and pointing roughly backwards. They have scales around their mouths, hands, feet, eyes and along their undersides that vary in colour between individuals across various shades of reds, greys and yellows, but are usually a paler colour than the thin velvet-like down covering the rest of their bodies, which is usually a darker shade of the same.

Language: The Kobold language is a devolved form of Draconic called Yipyak, which heavily simplifies the overly complex phonetic sentence structure of Draconic. Because of the way this devolved language is structured, Kobolds have a hard time learning other languages properly due to Yipyak's lack of tense and grammatical persons, most notably represented by the fact that many Kobolds who speak Common speak it exclusively in third-person regardless of situation and often use the wrong tense and use words out of their proper context.

Culture: Kobold culture was derived largely from their former pre-civilised lives, where they lived in massive warrens under the ground hunting horned rabbits and other subterranean rodents. As such they have a tendency towards being scavengers and bandits. They also tend towards a more communal mindset because of their warren-living past (and, for many, present.) They are extremely good at adapting to their surroundings and so have a chameleonic ability to alter their natural instincts to where they find themselves living. As a result of this however, most of the Kobolds who find themselves living in more inhabited areas find themselves towards the bottom rung of society, though some do occasionally find themselves as servants or companions to the upper class or as employees to those who find them.

Heritage: Kobolds, it has been found, are distantly related to Dragons, though quite how they evolved from something so majestic into something so pitiful is unknown. They retain little of their heritage besides some general elements of their appearance and their lust for gold (though the latter has devolved and broadened into a more general addiction to collecting shiny objects, regardless of actual value.) Kobolds, however, do often have an inherent and almost godlike reverence for their Draconic ancestors and as such Kobold tribes can sometimes be found in the service of particularly powerful Dragons, and in more urban areas sometimes will have a Dragonling as a pet. They also share the Dragons' ingrained connection to the Weave, though few are able to actually utilise this.

Trapmasters: Despite being physically weak and having a reputation for not being overly bright, Kobolds are also described as expert trapsmiths, and are known for creating traps to protect their warrens. This habit, combined with a penchant for lethal tunnel design and group tactics, can make Kobold warrens one of the most dangerous places for a team of adventurers to explore.

Intelligence: Kobolds, as mentioned previously, have a reputation of unintelligence, with basis likely being their physical awkwardness, kleptomania towards shiny objects of dubious importance, inability to comprehend "normal" language and seeming inability to comprehend negative situations. This is not strictly true, as their brain chemistry simply prioritises different parts, and many of these are more due to their unfortunate biology and the extreme difference in cultures. As for the last item, considering the background that most Kobolds come from and their lack of cultural perspective, a Kobold, for example, living in a slum with nothing to its name, will likely simply not realise that their situation is not optimal and will simply get on with their lives to the best of their ability, viewing anything even vaguely beneficial as a blessing. When given the chance, Kobolds are excellent team players and extremely industrious, even if lacking in traditional book-smarts. 

Character Creation Stat Block

+2 Dex, -2 Con, -1 Int

Default Languages: Yikyak

Small: +1 AC, -4 to Special Attacks, +4 to Hide, x½ Carrying Capacity

Nimble: You can move through the space of any creature that is of a size larger than yours.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.

Digger: You have a 15ft burrow speed.

Fast But Awkward: You have Advantage on all Athletics checks, but disadvantage on all Acrobatics checks.

Improviser: You are proficient in using improvised weapons.

Pack Tactics: You have advantage on the first attack roll you make against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Slim Build: You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift.

Trapcunning: Whenever you make an ability check using Thieves' Tools to arm or disarm traps, you are considered proficient and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Natural Weapons - Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal Piercing damage equal to 1d6+your Strength modifier.

Grovel: Once per encounter, can use an action on your turn to beg, plead, snivel and otherwise humiliate yourself; until the end of your next turn, all of your allies gain Advantage on attack rolls made and persuasion checks against other creatures within 10 feet of you and who can see your pathetic display.