Kobold Faction Template¶
Alignment: Lawful Evil FR Range: 1–4
Faction Ratings¶
| Faction Rating | Leader Formations | Core Formations | Support Formations* | Lair Areas* | Lair Features | Treasure |
|---|---|---|---|---|---|---|
| 1 | — | 1d2 | — | 4 | 2 | 1 hoard (CR 0–4) |
| 2 | — | 1d4+2 | 1 | 8 | 4 | 2 hoards (CR 0–4) |
| 3 | 1 | 1d4+4 | 2 | 10 | 6 | 1 hoard (CR 5–10) |
| 4 | 1 | 1d4+6 | 3 | 12 | 8 | 2 hoards (CR 5–10) |
* Baseline counts. The chosen theme adds more support formations and more lair areas; some lair features in Step 5 also add lair areas (those tagged (new Lair Area)).
Step 1 — Choose Theme¶
Choose one theme at creation. Record it on the record sheet.
- Beast Master — kobolds commanding packs of tamed creatures, sheltered in burrowed tunnels.
- Lava — fire-aligned kobolds in volcanic tunnels, commanding magma-infused creatures.
Step 2 — Determine Formations¶
Core Formations¶
Kobold Warband FR 1 — base
Kobold Inventor Formation (KIF): 1 Kobold Inventor and 10 Kobolds. Roll the number of KIFs per the Faction Ratings table.
Support Formations¶
Scale Sorcerers FR 2 — base
Kobold Sorcerer Formation (KSF): 1 Kobold Scale Sorcerer plus a KIF. Gain 1 KSF at FR 2, 2 at FR 3, 3 at FR 4.
Beast Pack FR 2 — Beast Master theme
Gain 1 support formation pick from the Beast Master options below. Each pick adds one new formation row.
Apex Pack FR 4 — Beast Master theme
Gain 1 additional Beast Master support formation pick (2 total). The additional pick may select an option already chosen.
Beast Master Support Formation Options:
- Rat Tamer Formation (RTF): 1 Kobold and 10 Giant Rats
- Lizard Rider Formation (LRF): 3 Kobolds and 3 Giant Lizards
- Dire Wolf Rider Formation (WRF): 3 Kobolds and 3 Dire Wolves
- Spider Rider Formation (SRF): 3 Kobolds and 3 Giant Spiders
Fire Charmers FR 2 — Lava theme
Gain 1 support formation pick from the Lava options below. Each pick adds one new formation row.
Second Pack FR 4 — Lava theme
Gain 1 additional Lava support formation pick (2 total). The additional pick may select an option already chosen.
Lava Support Formation Options:
- Fire Beetle Formation (FBF): 1 Kobold Handler and 20 Giant Fire Beetles
- Magma Mephit Pack (MMP): 2 Kobolds and 4 Magma Mephits
- Steam Mephit Pack (SMP): 2 Kobolds and 8 Steam Mephits
- Hell Hound Tamer (HHT): 1 Kobold and 1 Hell Hound
Leader Formation¶
The Chief FR 3 — base (both themes)
Kobold Dragonshield Formation (KDF): 1 Kobold Dragonshield plus 1 KSF and 1 support formation of a type that you chose (the leader rides with them).
Step 3 — Record Treasure¶
Use the Faction Ratings table for the number and CR of hoards. Roll each on the DMG hoard tables and assign a roman numeral.
Leader Gear FR 3 — base
The Kobold Dragonshield (in KDF1) carries +1 spear and +1 studded leather.
Enhanced Treasure FR 4 — base
Gain 2 items from Magic Item Table B and 1 item from Magic Item Table C.
(There are no theme-specific treasures.)
STOPPING POINT — If no lair is needed, the faction is ready for play.
Step 4 — Determine Lair Areas¶
Higher FRs include all lower-FR areas. Use the base areas plus your chosen theme's areas; ignore the other theme's entries. Areas tagged (may be duplicated) can appear more than once if you want a larger lair.
Main Entrance FR 1 — base The faction's primary way in and out: typically the most visible doorway, accessed by trail or natural feature; often the only entrance outsiders find.
Guard Post 1 FR 1 — base A small watch station near the main entrance: spear racks against the wall, a shallow firepit, scratched tally marks tracking the watches.
Nesting Burrow FR 1 — base (may be duplicated) A cluster of alcoves dug into the walls where kobold families sleep and eggs are kept warm: lined with scavenged cloth and feathers.
Watering Pool FR 1 — base (may be duplicated) The lair's water source: a shallow underground pool fed by a slow drip, muddy banks scraped smooth by generations of clawed hands.
Beast Pens FR 1 — Beast Master Penned alcoves and gated stalls housing the tamed pack: smells of musk and damp fur. Pre-loaded: contains one of Feature G, H, or I (DM's choice — see Step 5).
Lava Pool FR 1 — Lava A pit of slow-moving magma broken into the tunnel floor: the air shimmers with heat, the stone around the rim glassy and warm to the touch. Pre-loaded: contains Feature G (the Lava Pool itself — see Step 5).
Gathering Den FR 2 — base The communal space for the warband when off duty: kobolds eat and argue here under a ceiling stained dark by smoke.
Guard Post 2 FR 2 — base A second watch station deeper in the lair: similar to Guard Post 1 but more fortified, with a runner kept ready to carry alarms inward.
Hidden Entrance FR 2 — base A concealed second way in, known only to the warband: usually camouflaged by brush or rubble.
Midden FR 2 — base (may be duplicated) The refuse pit, where the warband discards bones, broken tools, and worse: a fetid smell hangs in a wide radius and the flies are constant.
Chieftain's Chamber FR 3 — base The chief's personal quarters and audience hall: layered with mismatched hides, trophy bones strung from the ceiling, a crude throne of stacked stones at the back.
Dispute Pit FR 3 — base A round ring with a sandy floor where kobold disputes are settled by combat or shouted argument: claws have scored the walls, the floor dark with old blood.
Trophy Den FR 3 — Beast Master (limit one per lair) A chamber lined with the pelts, antlers, and skulls of the pack's prey: the chief's prized kills hang on the back wall. Pre-loaded: contains Feature J (Cave Bears — see Step 5).
Lava Shrine FR 3 — Lava (limit one per lair) A chamber where the kobolds worship the volcano's molten heart: blackened altar stones and charring where offerings were burned. Pre-loaded: contains Feature J (Salamander — see Step 5).
Shrine to Kurtulmak FR 4 — base A cramped sanctum dedicated to the kobold god of mining and trapcraft: a roughly hewn idol at the back, offerings of polished stones and gemchips heaped before it, the air smelling of burned hair.
Guard Post 3 FR 4 — base A third watch station guarding the deepest reaches: positioned at the approach to the chief's chamber or the shrine, staffed by the most trusted warriors.
(Optional) Add one or two Exotic Areas from the Underground Lair: Exotic Areas table (see Random Tables document).
Lair Environment¶
Fill the Lair / Terrain / Walls & Ceilings / Senses / Lighting row on the record sheet using the block for your chosen theme.
Beast Master
Burrowed tunnels under forested hillsides, packs of tamed beasts denning beside kobold warrens.
- Lair: underground burrowed tunnels
- Terrain: forest or hillside (surface entrance), underground
- Walls & Ceilings: rough packed earth, timber bracing, claw marks on walls
- Senses: animal musk, wet fur, damp earth, scratch of claws
- Lighting: none (total darkness)
Lava
Volcanic tunnels of scorched stone, where kobolds have made fire their ally and command magma-infused creatures.
- Lair: volcanic tunnels
- Terrain: volcanic region, underground
- Walls & Ceilings: smooth black basalt cracked by heat, slag deposits
- Senses: sulfur, ash, heat shimmer, distant rumble of magma
- Lighting: dim — lava glow from below
Step 5 — Determine Lair Features¶
Pick 2 features per FR from the Base Lair Features below. You may choose the same feature more than once. Then read your chosen theme's Additional Lair Features (G–J) — some theme areas come pre-loaded with one of these, noted at the end of each theme list. Pre-loaded features do not count against the Lair Features count in the Faction Ratings table.
Base Lair Features (both themes)¶
A — Pit Trap [Trap] ×2 Detect: Perception DC 13. Effect: 1d6 bludgeoning + 1d6 piercing (stakes).
B — Tripwires with Tin Rattles [Alarm] ×2 Detect: Perception DC 14. Effect: makes noise; faction is alerted.
C — Hidden Escape Tunnel [Secret] Find: Investigation DC 16. Effect: concealed exit from the lair.
D — Ambush Area [Defense] (new Lair Area) Effect: kobolds in this area gain half cover and concealment.
E — Barricade [Defense] (new Lair Area) Effect: kobolds behind it gain ¾ cover.
F — Poison Arrow Trap [Trap] ×2 Save: DEX DC 13. Effect: 1d6 piercing + 1d6 poison.
Beast Master — Additional Lair Features¶
G — Swarm of Rats [Guardian] ×2 Attack: Bite +2, reach 0 ft. Effect: 2d6 piercing (1d6 if at half HP). Reference: MM, Swarm of Rats (CR 1/4).
H — Giant Poisonous Snake [Guardian] (hidden) Attack: Bite +6, reach 10 ft. Effect: 1d4+4 piercing; CON DC 11 save or 3d6 poison. Reference: MM, Giant Poisonous Snake (CR 1/4).
I — Giant Centipede [Guardian] (hidden) Attack: Bite +4, reach 5 ft. Effect: 1d4+2 piercing; CON DC 11 save or 3d6 poison. A creature reduced to 0 HP by the poison is paralyzed for 1 hour. Reference: MM, Giant Centipede (CR 1/4).
J — Cave Bears [Guardian] ×3 Effect: alert via passive Perception 18 (by smell). Reference: MM, Cave Bear (CR 2).
Pre-loaded: Beast Pens contain one of Feature G, H, or I (DM's choice). Trophy Den contains Feature J.
Lava — Additional Lair Features¶
G — Lava Pool [Hazard] (new Lair Area) Save: DEX DC 10. Effect: 3d6 fire damage on entry or fall.
H — Steam Vent [Trap] ×2 Detect: Perception DC 14. Effect: 1d6 fire damage; blinded until end of next turn.
I — Lava Tube Chokepoint [Defense] (new Lair Area) Effect: movement is single-file; kobolds with piercing weapons have advantage on attacks through it.
J — Salamander [Guardian] Reference: MM, Salamander (CR 4, HP 50).
Pre-loaded: Lava Pool contains Feature G (the Lava Pool itself). Lava Shrine contains Feature J.
Step 6 — Generate the Map¶
- Roll or choose a faction history and a faction goal from the Tribal Faction History and Tribal Faction Goals tables (see Random Tables document). Note both on the record sheet.
- Drop 4d6 on the map sheet. Assign the die with the highest result to the Main Entrance. Assign Guard Post 1, Watering Pool, and Nesting Burrow to the remaining three dice in any order. Use each die's value for depth: 1–2 = Lower (L), 3–4 = Mid (M), 5–6 = Upper (U). Write the area name and depth letter next to each die.
- (FR 2+) Drop 4 more d6. Assign the highest die to the Hidden Entrance. Assign Gathering Den, Guard Post 2, and Midden to the remaining three dice in any order. Write the area name and depth letter next to each die.
- If any lair areas remain — including theme areas from Step 4 and any new areas created by lair features in Step 5 — drop a number of d6 equal to the remaining areas. Assign names to the dice in any order. Write each area name and depth letter next to its die. More important areas tend to be deeper — consider placing them at Lower (L) or Mid (M).
- Beast Master: Beast Pens often connect near Nesting Burrows; Trophy Den is deep and central.
- Lava: Lava Pool tends toward Lower depth; Lava Shrine is deep and central.
- Connect all areas with passages. Guard posts are likely connected to entrances. Watering pools and middens are likely connected to nesting burrows.
- Assign Treasure to Lair Areas on the map.
- Assign Lair Features to Lair Areas on the map (mark each with its letter). Pre-loaded theme features go in their pre-loaded areas automatically.
- Assign Formations so that about half of Lair Areas have a Formation. Any remaining Formations are assumed to be away from the lair.