Glass Kobolds

This is the very first customized special encounter I’ve ever made. One of my players hates it, some of the others loved it especially when I explained it after the fact.

In this encounter, the party will face 10 Kobolds that are made of flawless glass making them very translucent. To prepare these kobolds begin with the default Kobold statblock found on page 161 of the Monster Manual. These are constructs, so add to them the immunities afforded to them for this. Add a DR of 1 versus piercing. They are also immune to electric and light based attack or magic. Lastly, know that any attack they land that does damage will inflict bleeding upon their opponent. This bleeding will cause 1 point of damage per turn until that opponent has received magic healing, or been the target of a healing attempt as per the healing skill with a DC of 11.

Glass Kobold
Kobold, Small Construct
Warrior 1

Hit Dice 1d8
Hit Points 8
Initiative +1
Speed 30 foot
AC 15(touch 12, flatfooted 14)
Attacks Spear(small)(Two handed) +1; Javelin(Small, Thrown) +3
Damage Spear 1d6-1; Javelin 1d4
Vision Darkvision 60 feet
Specail Qualities Darkvision, Humanoid Traits, Reptilian Traits, Construct Traits, Construct Immunities, Bleeding attack Piercing, light, and electric resistance
Saves Fortitude +2, Reflex +1, Will -1
Ability Scores Strength 9(-1), Dexterity 13 (+1) Constitution 10 (+0), Intelligence 10 (+0), Wisdom 9 (-1) Charisma 8 (-1)
Skills Climb +3, Craft (Trapmaking) +2, Hide +5, Jump +3, Listen +1, Search +2, Spot +1
Feats Alertness
Challenge Rating 1/2
Alignment None

When one of the Kobolds is killed, or destroyed, the shattered remains immediately liquefy and flow to the nine remaining kobolds. Upon merging with those that remain they are all enhanced, effectively becoming a level 2 kobold warrior. This does not wait until a kobolds turn, this happens immediately before the turn order progresses Any kobolds that are damaged but not destroyed at this time are fully healed to maximum HP for their new more powerful form. In addition to the effective class level up the bleeding now does 1d2 of damage per turn, and the heal DC is increased to 12. This isn’t even their final form.

Glass Kobold
Kobold, Small Construct
Warrior 2

Hit Dice 2d8
Hit Points 16
Initiative +1
Speed 30 foot
AC 15(touch 12, flatfooted 14)
Attacks Spear(small)(Two handed) +2; Javelin(Small, Thrown) +4
Damage Spear 1d6-1; Javelin 1d4
Vision Darkvision 60 feet
Specail Qualities Darkvision, Humanoid Traits, Reptilian Traits, Construct Traits, Construct Immunities, Bleeding attack Piercing, light, and electric resistance
Saves Fortitude +3, Reflex +1, Will -1
Ability Scores Strength 9(-1), Dexterity 13 (+1) Constitution 10 (+0), Intelligence 10 (+0), Wisdom 9 (-1) Charisma 8 (-1)
Skills Climb +4, Craft (Trapmaking) +2, Hide +5, Jump +4, Listen +1, Search +2, Spot +1
Feats Alertness
Challenge Rating 1
Alignment None

You are down to only 9 kobolds and one of your bully players destroys another one. First off, you give that player a stern look then you smile as that second broken kobold liquefies and it’s remains flow into the eight that remain. The 8 kobolds you have left are not increased up to being level 3 warriors. Much like before all those that are damaged are now healed, the bleed is increased to 1d2+1 and the heal DC is increased to 13.

Glass Kobold
Kobold, Small Construct
Warrior 3

Hit Dice 3d8
Hit Points 24
Initiative +1
Speed 30 foot
AC 15(touch 12, flatfooted 14)
Attacks Spear(small)(Two handed) +3; Javelin(Small, Thrown) +5
Damage Spear 1d6-1; Javelin 1d4
Vision Darkvision 60 feet
Specail Qualities Darkvision, Humanoid Traits, Reptilian Traits, Construct Traits, Construct Immunities, Bleeding attack Piercing, light, and electric resistance
Saves Fortitude +3, Reflex +2, Will -1
Ability Scores Strength 9(-1), Dexterity 13 (+1) Constitution 10 (+0), Intelligence 10 (+0), Wisdom 9 (-1) Charisma 8 (-1)
Skills Climb +5, Craft (Trapmaking) +2, Hide +5, Jump +5, Listen +1, Search +2, Spot +1
Feats, Run Alertness
Challenge Rating 2
Alignment None

So some guy broke a third kobold, well then it seems they are out to destroy your toys and your toys need to destroy back. So, as predicted your kobolds are going to merge and level up to level 4 now. The bleed will increase to 1d4, and the heal DC is now 14.

Glass Kobold
Kobold, Small Construct
Warrior 4

Hit Dice 4d8
Hit Points 32
Initiative +2
Speed 30 foot
AC 16(touch 13, flatfooted 14)
Attacks Spear(small)(Two handed) +4; Javelin(Small, Thrown) +7
Damage Spear 1d6-1; Javelin 1d4
Vision Darkvision 60 feet
Specail Qualities Darkvision, Humanoid Traits, Reptilian Traits, Construct Traits, Construct Immunities, Bleeding attack Piercing, light, and electric resistance
Saves Fortitude +4, Reflex +3, Will -1
Ability Scores Strength 9(-1), Dexterity 14 (+1) Constitution 10 (+0), Intelligence 10 (+0), Wisdom 9 (-1) Charisma 8 (-1)
Skills Climb +6, Craft (Trapmaking) +2, Hide +5, Jump +6, Listen +1, Search +2, Spot +1
Feats Alertness, Run
Challenge Rating 3
Alignment None

She smashed your fourth Kobold, and now things are getting a bit dangerous. The glass merges once again, now the five that remain are level 5. The bleeding damage from landing an attack is now up to 1d4+1, and the heal DC is 15. It’s getting risky to be a player now. At least a little bit.

Glass Kobold
Kobold, Small Construct
Warrior 5

Hit Dice 5d8
Hit Points 40
Initiative +2
Speed 30 foot
AC 16(touch 13, flatfooted 14)
Attacks Spear(small)(Two handed) +5; Javelin(Small, Thrown) +8
Damage Spear 1d6-1; Javelin 1d4
Vision Darkvision 60 feet
Specail Qualities Darkvision, Humanoid Traits, Reptilian Traits, Construct Traits, Construct Immunities, Bleeding attack Piercing, light, and electric resistance
Saves Fortitude +4, Reflex +3, Will 0
Ability Scores Strength 9(-1), Dexterity 14 (+1) Constitution 10 (+0), Intelligence 10 (+0), Wisdom 9 (-1) Charisma 8 (-1)
Skills Climb +6, Craft (Trapmaking) +2, Hide +5, Jump +6, Listen +1, Search +2, Spot +1
Feats Alertness, Run
Challenge Rating 4
Alignment None

Another kobold is wrecked, and the glass flows once more. The remaining kobolds are leveled up to 6, the bleed is upped to a d6, and the heal DC is upped to 16

This kobold was melted! Well at least that makes it easier to flow into the remaining kobolds, which now become level 7. The bleed is upped to 1d6+1, and the heal DC is now 17.

Seriously? Did they just scream your kobold to pieces? Well, word to their mother(s). Now your kobolds are level 8, the bleed is up to a 1d8 and the heal DC is now 18. Tell to stick that in his pipe and smoke it.

Wait.. He did stick it in his pipe? Did he actually try to smoke it? Nevermind, don’t answer. I don’t even want to know how that works. Hopefully he didn’t inhale to much of it because that kobold is flowing into the two that remain, and they are now both level 9. The bleed is now up to 1d8+1 per turn, and the heal DC is 19. Running low on kobolds, seriously make them quit.

Son of a… They broke anothe rone? Well, it’s time for that one to merge into the last one that remains. It’s up to level 10, the bleed is now a d10 per turn and the heal DC is 20. Seriously, if they break this one then you need to tell them outright they are no longer welcome at this encounter anymore.

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