Kobold, Wyrmtongue (3.5e Monster)
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|Wyrmtongue Kobold (Alchemist)||Wyrmtongue Kobold (Mage)||Wyrmtongue Kobold (Scout)|
|Size/Type:||Small Humanoid (Dragonblooded, Reptilian)||Small Humanoid (Dragonblooded, Reptilian)||Small Humanoid (Dragonblooded, Reptilian)|
|Hit Dice:||3d8+15 (28 hp)||3d8+3 (16 hp)||3d8+6 (19 hp)|
|Speed:||30 ft||30 ft||30 ft|
|Armor Class:||21 (+4 mwk studded leather armor, +4 dex, +1 natural, +2 size), touch 16, flat-footed 17||21 (+4 mage armor, +4 dex, +1 natural, +2 size), touch 16, flat-footed 17||21 (+4 mwk studded leather armor, +4 dex, +1 natural, +2 size), touch 16, flat-footed 17|
|Attack:||+1 Claw +2 melee (1d3+5, 20/x2) or +1 Bite +9 melee (1d3+3, 20/x2) or +1 Shortsword +9 melee (1d6+5, 19-20/x2) or +1 Bomb +9 ranged touch (3d6+1 fire, 20/x2)||+1 Claw +2 melee (1d3-2, 20/x2) or +1 Bite +2 melee (1d3-2, 20/x2) or +1 Club +2 melee (1d4-2, 20/x3) or +1 Light Crossbow +8 ranged (1d6+1, 19-20/x2)||+1 Claw +9 melee (1d3+5, 20/x2) or +1 Bite +9 melee (1d3+3, 20/x2) or +1 Longspear +9 melee (1d6+7, 20/x3) or +1 Light Crossbow +9 ranged (1d6+1, 19-20/x2)|
|Full Attack:||+1 Two Claws +9 melee (1d3+5, 20/x2) and +1 Bite +4 melee (1d3+3, 20/x2) and +1 Two Shortswords +9 melee (1d6+5, 19-20/x2) and +1 Light Crossbow +9 ranged (3d6+1, 20/x2)||+1 Two Claws +2 melee (1d3-2, 20/x2) and +1 Bite -3 melee (1d3-2, 20/x2) and +1 Club +2 melee (1d4-2, 20/x3) and +1 Light Crossbow +8 ranged (1d6+1, 19-20/x2)||+1 Two Claws +9 melee (1d3+5, 20/x2) and +1 Bite +4 melee (1d3+3, 20/x2) and +1 Longspear +9 melee (1d6+7, 20/x3) and +1 Light Crossbow +9 ranged (1d6+1, 19-20/x2)|
|Space/Reach:||5 ft/5 ft||5 ft/5 ft||5 ft/5 ft|
|Special Attacks:||Bomb, Breath Weapon (DC 13), Throw Anything||Breath Weapon (DC 12), SLAs||Breath Weapon (DC 13), Quick Trap, Sneak Attack 2d6|
|Special Qualities:||Blessings of the Wrymtongue, Darkvision 60 ft, Explosive, Light Sensitivity, Resist Fire 10, Slight Build||Blessings of the Wrymtongue, Darkvision 60 ft, Light Sensitivity, Persistant Mage Armor, Slight Build, SR 13||Blessings of the Wrymtongue, Darkvision 60 ft, Evasion, Light Sensitivity, Slight Build|
|Saves:||Fort +7, Ref +7, Will +1||Fort +3, Ref +6, Will +6||Fort +4, Ref +10, Will +3|
|Abilities:||Str 8, Dex 18, Con 15, Int 14, Wis 10, Cha 15||Str 6, Dex 18, Con 13, Int 12, Wis 14, Cha 17||Str 10, Dex 19, Con 14, Int 10, Wis 13, Cha 10|
|Skills:||Craft Alchemy +8, Craft Trap +4, Hide +12, Jump +5, Knowledge Engineering +8, Profession Miner +2, Search +4, Spot +6, Tumble +10, Use Magic Device +8||Concentration +7, Craft Trap +3, Hide +12, Knowledge Arcana +7, Profession Miner +4, Search +3, Spellcraft +7||Balance +10, Climb +6, Craft Trap +8, Hide +18, Listen +6, Move Silently +10, Profession Miner +3, Search +2, Spot +7, Tumble +10|
|Feats:||Great FortitudeB, Codex Weapon FinesseB, Born Tough, Two-Weapon Fighting||MobilityB, Combat Casting, Improved Initiative||Codex Weapon FinesseB, Lightning Reflexes, DarkstalkerLoM|
|Organization:||Solitary, Pair, or Gang (4-9)||Solitary, Pair, or Gang (4-9)||Solitary, Pair, or Gang (4-9)|
|Treasure:||Standard, Mwk Studded Leather, 2x Potions of Cure Light Wounds||Standard||Standard, Mwk Studded Leather|
|Alignment:||Usually Lawful Evil||Usually Lawful Evil||Usually Lawful Evil|
|Advancement:||By character class||By character class||By character class|
Live for Tiamat! Die for Tiamat!
The Cult of the Wyrmtongue is a dangerous organization of dragon worshipers composed of dragonblooded and dragon related beings across the world. They unite in their belief of the supremacy of dragonkind and the dragonblooded, and use strange and occult techniques to try and become dragons themselves. Lowliest among them, yet most numerous among them, are their kobold worshipers. Their devotion does not go unrewarded. Perhaps out of actual power from the draconic deities, or merely zeal, the wyrmtongue kobolds are stronger and more advanced than their traditional kin.
Fighting style varies depending on the specialization of the kobold. Alchemists act as both ranged support and healers, throwing potions and bombs from afar. Mages employ spell-like abilities in mimicry of actual spellcasters, raining the elements down on the enemy. Scouts sneak around and excel at making traps on the fly to deal with any situation. All wyrmtongues have a single use breath weapon they can employ in case they face something they simply cannot attack with weapons.
Blessings of the Wrymtongue: The blessings of draconic forces empower a normal kobold into one of their followers. Presented are three of them, the alchemist, mage, and scout wyrmtongues. They gain unique BAB, saving throws, skills per level, and class skills for what are effectively racial hit dice. In addition to the unique abilities of each wyrmtongue, they all gain a +1 enhancement bonus to any armor, shields, or weapons they use and a +1 resistance bonus to all saves, and they gain a +2 racial bonus on all ability scores. The blessings of the wyrmtongue also protect their soul after death, traveling to a unknown but specific plane in the afterlife and immune to being affected by abilities which trap or imprison the soul.
Bomb (Su): The alchemist wyrmtongue kobold is capable of mixing together harmless substances into an explosive but short lived cocktail on the spot. As a standard action they can mix and throw these makeshift explosives out to a range increment of 20 ft, which explode into a 10 ft radius blast of fire. The bomb deals 3d6 damage (+1 for the enhancement bonus) with a DC 13 Reflex save for half. The DC is Charisma based. You can make a ranged touch attack to deny the struck target the Reflex save.
Breath Weapon (Su): All wyrmtongue kobolds have a breath weapon which deals 1d8 points of energy damage per HD (3d8) in either a 60 ft line or 30 ft cone. The energy type (acid, cold, electricity, or fire) and shape is determined on using the breath weapon. They may use this 1/day. The save DC is Constitution based.
Explosive (Ex): The alchemist wyrmtongue kobold is packed with dangerous chemicals, which proves to be a problem if jostled. If subject to vigorous movement that deals damage (such as taking fall damage), they must make a Fortitude save equal to the damage dealt, or explode as if one of it's Bombs was centered upon it, no save for them. A result of a natural 15 or higher always succeeds regardless of the result.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Quick Trap (Ex): The scout wyrmtongue kobold can create traps out of scraps on the fly as a 1 round action. They can make any CR 1 trap (though they must provide any poisons themselves) with a DC 15 Craft Trap check, with the trap hidden as normal assuming no one saw them create the trap. They can have up to 1 + their Intelligence modifier in active traps at one time (3 in this case), further traps made beyond this cause their previous traps to become inert and break in disrepair.
Slight Build (Ex): The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Spell-Like Abilities (Sp): The mage wyrmtongue kobold has several spell-like abilities. 3/day-burning hands (DC 14), shocking grasp, ray of winter; 1/day-cure light wounds. The save DCs are Charisma based.
Throw Anything (Ex): The alchemist wyrmtongue kobold can turn anything into a throwing weapon, even improvised weapons. They gain a range increment of 20 ft, and weapons designed for throwing double their range increment. They can also throw potions and oils, and apply the effects as if they had used it (such as throwing potions of cure light wounds, or oils of magic weapon).