
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.
In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at DMs who wish to expand the race selections for their campaigns beyond the typical folk of D&D.
Why a Monstrous Character?
Creating characters as creatures normally cast as villains offers up some interesting roleplaying possibilities. Whether played for comedy, as a tragic story of betrayal and loss, or as an antihero, a monstrous character gives a player a chance to take on an unusual challenge in the campaign. Before allowing monstrous characters in your campaign, consider the following three questions.
Rare or Mundane?
Consider how common orc, goblin, and similar adventurers are in your setting. Are they regarded as no stranger than elves or dwarves? Are they met with suspicion? The role these races play in your setting should determine the kinds of reactions that such characters meet.
Don't be afraid to push things to an extreme. An ore character might have to venture into town in disguise or remain in the wilderness, for fear of imprisonment or mob violence. Be sure to talk to the group about how such characters can expect the world to treat them. Some players like the challenge of taking on an outcast, but don't set up one expectation and deliver another.
You can establish a monstrous creature as just another culture in your campaign, one that has alliances and rivalries with humans, elves, and dwarves. A hobgoblin kingdom might serve as a buffer between a human kingdom and a blighted region overrun by the spawn of Kyuss. Kobolds might be city builders, the architects of grand, heavily fortified edifices, which other folk dwell in for a price. The cultural notes in chapter 1 are the standard D&D depiction of these creatures, but by no means do they define them for your campaign. Use them as a starting point for your own ideas.
Outcast or Ambassador?
Consider how a monstrous character's native culture views the character. Is the character an outcast, a spy, an ambassador, or something else? Work with the player to determine how the character ended up as an adventurer.
The character's bond is a great starting point to consider for this question. How did the bond drive the character to adventure? The character's trait, flaw, and ideal can also play a role in fleshing out the story.
Friends or Enemies?
Figure out what special ties the character has to other members of the adventuring party. An orc warlock might be the dwarf ranger's sworn enemy, but the two are forced to work together to defeat a mutual foe. Perhaps the kobold sorcerer was the tiefiing wizard's familiar, transformed by an irate archmage in return for some petty insult. The hobgoblin paladin might have been human once, but crossed the wrong hag and was cursed to take on an evil guise. A creative tie between a monstrous character and the rest of the party helps make for a memorable campaign.
The Monstrous Origin table gives a number of ideas for adding a monstrous character to the campaign.
| d8 | Origin |
|---|---|
| 1 | You are a spy sent to undermine your enemies from within. |
| 2 | You are the victim of a curse or Polymorph spell. |
| 3 | You were raised by humans, elves, or dwarves and have adopted their culture. |
| 4 | At a young age, you adopted a human religion and now serve it faithfully. |
| 5 | You received divine insight that sent you on your path, and occasionally receive new visions that guide you. |
| 6 | Your sworn enemy is an ally of your people, forcing you to leave your tribe to gain vengeance. |
| 7 | An evil entity corrupted your people's society. |
| 8 | An injury or strange event caused you to lose all memory of your past, but occasional flashes of it return to you. |
Kobold Traits
Your kobold character has the following racial traits.
Ability Score Increase
Your Strength score decreases by 2, and your Dexterity increases by 2.
Age
Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
Alignment
Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
Size
Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. Your height is 2'1" with a modifier of +2d4. Your weight is 25 lbs. with a modifier of +(height roll) x 1.
Speed
Your base walking speed is 30 feet.
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 color in darkness, only shades of gray.
Grovel, Cower, and Beg
As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
Pack Tactics
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Languages
You can read and write Common and Draconic.
Kobold MPMM

Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold's cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power.
Ability Score Increase
One ability score of your choice increases by 2, and one other ability score of your choice increases by 1, or three ability scores of your choice increase by 1.
Size
Small
Speed
30 ft.
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 in dim light. You discern colors in that darkness only as shades of gray.
Draconic Cry
As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Kobold Legacy
Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.
Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.
Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
Languages
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Source: Volo's Guide to Monsters, Mordenkainen Presents: Monsters of the Multiverse





