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Kobolds (Feral Blooded Swarmers)

GM-Only Creature Entry & Stat Block
This creature is a form of the Blooded.
Its true origin is not widely known and should not be stated directly to players.

Common names include Kobold, Red-Skulk, or Tunnel-Biter.
Imperial records classify them as Feral Blooded Swarmers.


Core Truth (GM Knowledge)

Kobolds are Blooded Qnassi, corrupted by dragon blood into small, aggressive, rapidly breeding pack predators.

They are not clever engineers or tricksters.
They are pressure made mobile.

Dragon blood stripped away long-term planning and replaced it with: - aggression, - pack cohesion, - and relentless expansion.

Kobolds do not serve dragons consciously.
They are leftover weapons.


Role & Threat Profile

Role: Swarm predator, area denial, attrition threat
Threat Layer: Ambient → Persistent
Encounter Style: Many attackers, poison, exhaustion
Preferred Resolution: Breaking the swarm, withdrawal, containment

Kobolds exist to: - infest neglected regions, - make travel dangerous, - punish overconfidence, - overwhelm through numbers.

One kobold is trivial.
A pack is lethal.


Appearance

Kobolds are small, hunched, and wiry: - oversized heads and eyes, - long arms and gripping claws, - patchy scales or leathery skin, - red-stained teeth and talons.

They look half-starved even when fed.

Their movements are: - twitchy, - sudden, - directionless until the pack commits.


Behavior Doctrine

Kobolds are never alone by choice.

Default Behavior

  • observe from cover,
  • probe defenses,
  • throw objects,
  • retreat instantly if pressured.

Pack Behavior

Once committed: - they swarm, - climb over each other, - ignore individual losses, - press the weakest target relentlessly.

They do not duel.
They pile on.


Attributes

Attributes represent an individual kobold.
Threat comes from numbers and coordination.

Attribute Value
Vigor 2
Finesse 3
Will 0
Cunning 1
Presence -1
Influence 0
Sorcery

Individually weak. Collectively dangerous.


Skills

Only skills relevant to kobold behavior are listed.

  • Melee (Finesse): Novice (+2)
  • Ranged (Finesse): Novice (+2)
  • Athletics (Finesse): Apprentice (+4)
  • Stealth (Finesse): Novice (+2)
  • Survival (Cunning): Novice (+2)

Unlisted skills: +0


Defenses

Static Defense (Individual)

Use static values for individual kobolds to maintain pacing.

  • Evasion: 12 + Finesse 3 + Evasion 2 = 17
  • Endurance: 12 + Vigor 2 + Endurance 2 = 16
  • Resolve: 12 + Will 0 + Resolve 0 = 12

Individual kobolds die easily.


Swarm Defense (Pack)

When kobolds act as a swarm, apply one or more: - +1 Finesse (pack movement) - bonus die on coordinated attacks - higher static defenses due to interference

You are not making them tougher.
You are making them harder to deal with cleanly.


Health

Uses standard wound rules.

Kobolds: - die quickly, - ignore fallen packmates, - escalate aggression as losses mount.

Individual survival is irrelevant.


Weapons & Tactics

Spears & Throwables

  • Small spears, javelins, rocks, scrap
  • Focus on volume, not accuracy
  • Attacks are meant to force reactions

Scorpion Lures (Signature Tactic)

Kobolds frequently wield live scorpions tied to cords, poles, or chains.

They use them to: - lash at exposed flesh, - throw into armor gaps, - drag across skin.

On a successful hit or grapple: - target risks poison - damage is secondary to impairment

The scorpion is a weapon.
The kobold is delivery.


Poison Doctrine

Kobold poison: - is slow, - stacks, - weakens rather than kills outright.

Effects may include: - fatigue, - impaired actions, - escalating disadvantage, - panic over time.

Poison turns a short fight into a long problem.


Swarm Rules (Important)

Kobolds are best run as swarms, not individuals.

Swarm Benefits

  • Bonus dice on attacks when outnumbering
  • Shared morale
  • Automatic flanking pressure
  • Faster escalation

Swarm Collapse

A kobold swarm collapses when: - numbers drop sharply, - leaders (largest or loudest) are killed, - fire or area denial is used effectively, - morale breaks.

Breaking the swarm ends the threat quickly.


Morale

Individual kobolds have poor morale.
The pack does not.

  • Individuals flee instantly when isolated.
  • Packs fight until cohesion breaks.
  • Once broken, retreat becomes a rout.

Kobolds do not regroup quickly.


Encounter Guidance

Use kobolds to: - punish exhaustion, - exploit narrow terrain, - force resource drain, - escalate ignored regions.

They shine in: - tunnels, - ruins, - forests, - broken infrastructure.

They are terrible in open, prepared ground.


Secrecy & Misclassification

Most people believe kobolds are: - feral creatures, - cave vermin, - failed Blooded beasts, - dragon leftovers.

Very few suspect: - they were once Qnassi, - their behavior follows biological rules, - their spread reflects past dragon campaigns.

The truth is inconvenient and buried.


Player Rumors & Misinformation

Safe to share. None are fully correct.

  • "They poison everything."
  • "They only attack the weak."
  • "Fire scares them more than steel."
  • "They come back if you don't burn the bodies."
  • "They use animals as weapons."
  • "If you see one, there are dozens."

Only the last one is always true.


Core Principle

Kobolds are not dangerous because they are strong.

They are dangerous because they do not stop coming.