Kobold Draft Picks

July 9, 2020

Welcome back to Angry’s Practical Adventure Design series. I’ve been making this adventure wherein an evil dragonborn sends kobolds to steal a thing from a town and the PCs have to follow the kobolds back to their lair and get the thing back. It’s an example of how to use my Awesome Adventure Building Checklist – which I call the AABCs of Adventure Building. The adventure has three parts – which I call scenes for reasons I’m just kind of sick of explaining and defending. In the first scene, the heroes defend the town from marauding kobolds and defeat the kobolds’ rampaging pet drake. In the second scene, the heroes travel through the rugged hills and make a dangerous descent into a gorge to reach the abandoned mine where the kobolds have made their lair. In the third scene, the heroes infiltrate the mine and try to locate the evil dragonborn before he just yells, “peace out, b$&%es” and flees into the wilderness.

Holy crap, my recap skills are on point today.

In the article immediately preceding this one, I predesigned the third scene. I figured out how it’d play out and what I’d need to put the scene together. In this article, I’m doing a different kind of predesign. A crunchier kind. I’m building a roster of foes for my adventure.

And that’s it. That’s the Long, Rambling Introduction™ done. It’s over. PEACE OUT, B$&%ES!

The Pre-Adventure Draft

Before I start planning the encounters for an adventure I’m designing – which is what I’m doing today; I’m continuing my Practical Adventure Design series – before I start planning the encounters for an adventure, I almost always make a shortlist of baddies with which to build those encounters. I’m sure I’ve explained this before and I don’t feel like explaining it again. So just accept it’s a thing I do. I call that shortlist a roster. Or sometimes rosters. Plural. Because adventures can have more than one. Once I’ve got my roster, building combat encounters is just a matter of mixing and matching the different beasties and designing a battlefield for them to fight on.

Building rosters is a pretty easy process. I start by skimming through the various sourcebooks looking for monsters that are thematically appropriate for the adventure and whose CR falls into the right range and whose traits and abilities will work well together to make strategically and mechanically interesting fights. When I find a creature that might fit the bill, I write its name and CR down. And after I do that for a little while, I realize how little variation there actually is in the official D&D monster design and how it’s impossible to build anything other than kitchen sink dungeons and keep them interesting. And that’s when I decide to just make my own f$&%ing monsters.

For brevity’s sake, I’ll skip the first few steps and jump ahead to creating a roster of custom monsters for my adventure. At least, I’ll start creating it. Because I usually don’t build the whole roster at once. Especially not when I’ve got a long adventure with several different scenes. Those adventures usually need different rosters for the different scenes and sometimes need multiple rosters to cover multiple factions. I also usually hold off building the foes for the big, setpiece encounters and climaxes until I’m actually building those encounters. Those include the boss fights, obviously, but also major encounters with unique creatures or NPCs that I might end up sprinkling in for extra variety.

This adventure only has one major force of antagonists – the kobolds – and they feature in two of the adventure’s three scenes. Well, the kobolds and their pet drakes. In the first scene, the kobolds and their pals attack the town. In the third scene, they defend their lair. To build those scenes, then, I need a good mix of kobolds and drakes.

I want each of those two scenes to fill one or two sessions of play. And the third scene should lean closer to two scenes than one. As a general rule, when I’m trying to get a session or two out of a single scene, I include a climax, two major encounters, and two to four minor encounters. That leads to an average of about six encounters which is pretty close to what the DMG says you can expect out of an adventuring day. And – assuming your minor encounters are actually MINOR – a focused party can usually get through that kind of thing in about three hours. If you assume another two hours – maybe three – of exploring the spaces between encounters and assume some of the encounters are more optional than others and assume a complication or two will arise, that’s one session of really focused play or two sessions of normal play. And that’s why I use those numbers.

Remember, though, that planning an adventure isn’t an exact f$&%ing science and you shouldn’t try to make it one. Fast parties might burn through an entire scene in four hours. Slow parties might drag out the scene for an extra session. It doesn’t f$&%ing matter and you can’t control that s$&%. But the structure I laid out FEELS well-paced regardless of how long it ACTUALLY takes.

Of course, I break my own rules a lot when I design my own adventures. I have a tendency to overbuild and end up with very long adventures. But, look, nobody is f$&%ing perfect. Do as I say, not as I do. I ain’t ashamed to admit that these days, I’m better at designing and explaining that I am at doing. And you, personally, might adjust the strategy to suit your own party’s habits and desired play experience. I shouldn’t have to say this s$&%, but I have a lot of nimrods reading my site these days that think this is an exact f$&%ing science and should be treated as such. They’re mostly the same nimrods who hate being told to make judgment calls and do subjective things. Because they wish they’d been born Vulcan computers.

Long story short, I’ve got somewhere around twelve encounters to fill with kobolds and drakes. If I want to build a good, solid roster, I’m going to need about six to nine different monsters. Allowing for the evil dragonborn adventure boss and the enraged super drake at the end of the first scene and maybe a unique kobold or two for the lair – all of which I’ll build when I need them later – that means I need a roster of five generic baddies to make up the brunt of my encounters.

Factional Thinking

Click the Goblin’s Jar to Leave a Tip

I mentioned above that I build my rosters around the different factions and forces that’ll feature in the adventure I’m building. If I had an adventure in which demons and devils were fighting for control of a holy site and the heroes were trying to prevent either from claiming it, I’d build two rosters. One for the demons and one for the devils. The point of building rosters, after all, is that I’ve got a bunch of building blocks for encounters that are thematically contiguous and mechanically interesting. The baddies should fit together well and they should work together in interesting ways.

Of course, some adventures don’t really lend themselves to this sort of factional thinking. If the party is exploring a ruined temple that’s mostly just filled with random bugs and slimes and creepy crawly dungeon vermin – we call that a kitchen sink dungeon in the business – then the roster is just a list of monsters I can throw wherever. And for those adventures, I usually just use the crappy monsters from the Monster Manual. But that’s a story for another time.

I only need one factional roster for the first and third scenes of this adventure: the kobolds and their drake pals. The second scene will need its own roster, but it’ll be a kitchen sink thing.

In the Angryverse, kobolds are an evil, slave race. They were created by Tiamat – the evil goddess of chromatic dragons – to worship and serve her dragon children. Mostly to slake their avarice. The kobolds gather treasure and food and offer them as tribute to their dragon masters. And they keep the dragon’s lair safe from most minor threats. As a result, they’re greedy, thieving little lizards who care nothing for any creatures other than themselves and their dragon masters. While they were created from the blood of chromatic dragons, Tiamat didn’t imbue them with any great power or great will so that her dragons would never fear a slave uprising. Thus, kobolds are weak and easily cowed, but they are nonetheless dangerous to other humanoids when they have numbers on their side.

Kobolds have draconic blood. They need some kind of thematic and mechanical connection to dragons. So, in the Angryverse, they come in the same five colors that chromatic dragons do and have elemental resistances appropriate to their color. And, like dragons, they tend to be cunning and clever. Some kobolds manifest their draconic blood in other ways too. Some are more physically powerful due to their bloodline. Some rare kobolds even have sorcerous abilities due to their draconic bloodline. Those kobolds are afforded great respect because of their magical abilities. Maybe the dragonborn is a sorcerer. Maybe that’s why the kobolds accepted him so readily.

Drakes, meanwhile, are natural reptiles. Basically big ole fantasy lizard creatures. Because there are many different varieties and because some have natural, elemental affinities and abilities, people call them drakes and assume they’re related to dragons. They aren’t. But that hasn’t stopped kobolds from using them as mounts, beasts of burden, hunting creatures, and guards.

My roster represents a single tribe of kobolds. So I need to pick a color and an elemental affinity for them. They live in the hills, so red and blue would be most appropriate. But everyone does red kobolds with fire affinity and lightning affinity is kind of boring. It’s just a ranged, single-target zap most of the time. I want something splashier and flashier – for reasons I’ll reveal below – so I’m going to dub this the Black Talon tribe and play with acid.

Racial Thinking

I like to follow the D&D 4E approach to monster design. I like to make several different varieties of the same creature that I can mix and match. With humanoids, the varieties usually represent different combat roles or different kinds of training or even different castes. But the different varieties still have to feel like they’re members of the same race. That means I figure out how the race – as a whole – fights. I figure out some kind of strategic theme that I can express in one or more racial traits or abilities. And then, I figure out how each specific variety contributes to or changes or even subverts that strategic theme.

The Black Talon Kobolds have acid resistance. But that’s not a defining trait or strategy. It’s just a thing. What really defines kobolds is the fact that they’re clever, cunning, and dangerous in large numbers. In the Monster Manual, that’s reflected in the Pack Tactics trait.

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

There’s nothing WRONG with that ability. But, strategically, it’s kind of bland. It only encourages one type of behavior in the kobolds – gang up. And there’s only one thing players can do about it once they understand it – don’t get ganged up on. Kobolds mob; don’t get mobbed.

I want a more interesting alternative. But, I’m conscious of the fact that there’s going to be a lot of kobolds on the battlefield. I mean, they win with their overwhelming numbers, right? So whatever I come up with can’t involve keeping track of a lot of things or making a bunch of decisions. It’s got to be binary. Something that’s either on or off. And it’s got to be easy to tell whether it’s on or off. Here’s my idea. The wording needs some work, but it’s at least understandable:

Pack Tactics. Kobolds gain advantage on attacks when there are more of the kobold’s allies adjacent to the target than the target’s own allies.

Yeah, it’s similar to the original Pack Tactics trait, but it has a neat numbers game that gives the players a few different ways to counter it. First, they can try to avoid getting mobbed. Second, they can mob the kobolds. If the players’ characters clump up such that the kobolds can’t outnumber them in any single engagement, they can prevent the kobolds from gaining their tactical advantage. Third, they can use forced-movement spells, abilities, and combat actions – like thunderwave and the shove attack – to force kobolds out of the engagement and deny them a tactical advantage. And, obviously, the kobolds – if they have the right abilities – can play similar games. Which means we have some things to build variations around.

Variations on a Theme

I’ve given up using the custom monster creation rules in the DMG. And, if you’ve been paying attention, you know that already. I have my own system for creating custom monsters. And I’m going to use it to build three different kinds of Black Talon Kobolds.

The kobolds are journeyman tier monsters because this is a journeyman tier adventure. And the Black Talon Kobold warriors generally organize themselves into gangs. They usually outnumber the PCs two-to-one. So they’ll show up in groups of six to ten in major encounters because I build my adventures for three to five heroes.

Kobolds present a low-to-average threat. They aren’t particularly hardy, so they won’t be packing a lot of hit points. And their attacks probably won’t be very accurate as they’ll be relying on their Pack Tactics to balance the equation. Their other stats – damage and AC – will be average for their level. They live in a mine and they’ve been digging up ore and making their own equipment and they’re industrious and clever. No skins and spears for the Black Talons. And giving them decent weapons will let me bring their damage up to an acceptable range without relying on multiattack which will greatly amplify the effects of Pack Tactics. Particularly because, during the first round or two – before the PCs reduce the kobolds’ numbers – the kobolds will probably be able to mob the players effectively.

The Black Talon Kobold Warrior represents the standard kobold combatant. Just an attack and Pack Tactics. But what about variations on the theme? I’ve got two ideas. Which is good because I need two ideas.

First, D&D 4E had these neat kobold alchemists that lobbed pots of alchemical crap at the PCs. Now, I’m not a fan of the mad-bomber alchemist bulls$&% that infests Pathfinder and Eberron and Word of Warcraft. That steampunk or spellpunk or whatever-bulls$&%-punk-you-want-to-call-it wackiness can f$&% right off. But I like the idea of kobold alchemists with staff-slings lobbing pots of sticky goo and acid and other alchemical concoctions at their foes.

The reason I specifically bring up acid and glue is that both of those options work well with the basic mob-and-outnumber strategy. Assuming the acid bombs do splash damage to adjacent creatures, they work very well against PCs who clump up to outnumber the kobolds. And because the kobolds are themselves resistant to acid damage, they’ll take some damage from that strategy, but not much. Glue pots can be used to pin PCs down, preventing them from joining engagements or keeping them isolated or preventing them from engaging with the Slinger in melee.

Apart from that, the Slingers are interesting partners for the Warriors just because they used ranged attacks. Ranged attackers stay on the edges of the fight and try to take up protected positions behind obstacles and barricades. They require melee PCs to move to attack them and ranged PCs to move to get a clear line of sight. That encourages the PCs to isolate themselves to deal with the Slingers, which means they’re vulnerable to mobs of Warriors.

I could throw in a sorcerer-type for the third variation, but, in the Angryverse, those are super rare. A tribe of kobolds almost never has more than one, single sorcerer. And the dragonborn already fills that role. Instead, I want a hardier, tougher kobold melee combatant. Especially something that can play with battlefield positioning to help – and subvert – the pack tactics thing.

Do you know what a mancatcher is? It’s a polearm made specifically to lasso and trap a target so you can pull them around. Or pull them off a horse. Here’s a picture:

Neat, right?

If the kobolds have trained drakes, they’d need a way to lasso and drag the drakes around while they’re breaking them. Reptiles are not particularly domesticable and kobolds probably aren’t the gentlest of masters. And the kobold drake trainers can use their catchpoles to drag humans around too.

The Black Talon Kobold Drakemasters are stronger, hardier kobolds wielding mancatchers. Their primary tactical contribution is to snare PCs and drag them out of engagements, isolating them. They can break up clumps of PCs and, meanwhile, while they control the PC with one hand on the mancatcher, they can draw their sharp, hooked goads and stab the PC with their other hand. Because they’re mechanically tougher and they tend to appear with drakes as often as with other kobolds – and to provide some numerical variation – I’m going to promote them to party organization. They show up in similar numbers to the PCs.

And that gives me three variations of kobolds I can mix and match to create some interesting combats and keep the players on their strategic toes. Now I need to breed me some different kinds of drakes.

Lizard Breeding – At Least It’s Not Watching Ostrich’s F$&%

Hopefully, you’ve noticed that I loved – I f$&%ing LOVED – D&D 4E’s monster design. 4E had a lot of neat, evocative, and strategically interesting creatures. And its drakes were a lot of fun. I bought a crap-ton of drake miniatures back in the day and I’ve gotten a lot of mileage out of them. The most common types of 4E drakes were little velociraptor-type monsters. Two-legged lizard-beasts with sharp claws and teeth. Fun stuff. And I’m shamelessly ripping that s$&% off here.

Unlike kobolds, the different drake varieties aren’t all members of the same race. Each kind of drake is a unique creature. So I don’t need a unifying theme. But mechanically, they have to work together with the kobolds. At least, they have to have some synergy. And because they’re just dumb lizards, they need to be less complex. Well, not too much less.

I’ll start with a small, simple drake. It’s just a clawing, biting little dinosaur monster. It needs to work well on its own and it needs to enhance the kobolds’ pack tactics. What I’ll do is make it really mobile.

The Leaping Drake can pounce, first of all. It has scythe-like rear talons like a deinonychus or a velociraptor, but it can only use them if it can leap at a foe. In other words, it has to move to use them. We’ll also allow it to disengage or dash as a bonus action. That’ll let it quickly ping-pong around the battlefield. And that will also let it disengage from targets and join engagements at the kobolds’ commands to give them a numerical edge.

Since the kobold slinger is more of a battlefield controller than a true ranged combatant, we’ll use the second drake to fill the role of a pure ranged attacker. The Acidspitter Drake spits globs of acid. Hence the name. It’s dangerous on its own, but the splash damage is especially dangerous when the party clumps up.

The Acidspitter Drakes are pretty powerful and tend to fight in smaller numbers than the kobolds, so I’m going to build them as party critters. And to differentiate them from the kobolds further, I’ll give all the drakes a lower AC but more hit points. They’re hardy, but they don’t wear armor.

I am a little concerned that the Black Talon Kobold Drakemasters don’t really have much to connect them to the drakes. When I think back to 4E, I remember that the kobold slinger-alchemists had a third kind of alchemy bomb. It was this sickeningly stinky goo that imposed a penalty on a target. I don’t want something like that, precisely, and I don’t think the slingers need another option, but what if the Drakemasters had pots of goo they could use to enhance the drakes. Basically, a pot of barbecue sauce that would attract a drake to a specific target and give them some sort of frenzied damage boost. That seems like fun. Maybe the party can loot some from the corpses of the Drakemasters and use them to drive the drakes to attack the kobolds. Wouldn’t that be cool?

The Black Talon Kobold Roster

With that, I have a nice roster of basic monsters I can use to populate two out of the three scenes in my adventure. I know I didn’t talk about every attack and every stat. I didn’t go through the design in detail. But I’ll show you the final stat blocks. Final-ish anyway. I’m not entirely, 100% happy with some of the wordings. But frankly, the wording in 5E drives me f$&%ing bonkers anyway. The official content is unnecessarily precise and unnatural and legalistic. Especially given the noises Crawford et al are always making about purposely keeping everything vague to respect GMs’ freedoms. I like to keep my descriptions brief and natural and trust GMs to make the call when weird things happen.

Usually, I don’t have to worry about that f$&%ing issue because I’m the only one running the adventures I write, but this case is different, isn’t it? That said, it’s not like I’m going to end up doing a final write-up on this s$&%y little adventure and publishing it. As far as I know.

Anyway, here’s the stat blocks. Such as they are. See you next time for more adventure design “fun”.

The Black Talon Kobold Roster

By the way, you can probably tell that I’ve been working on my own monster stat block format that takes into account my various house rules and special ways of doing things. Nice, right? But if you want an easy way to design monsters using my system, you can check out this stat block generator made by Angry Patron Hokieboat. It uses my stats and terminology. Not only that, it also incorporates some awesome ideas developed by Angry Patron AndruC about assigning specific roles to different variations of monsters which you can see detailed in this Google Doc he made. They’re both amazingly useful tools and I recommend them both. And I’m really grateful to Hokieboat and AndruC for building them.


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32 thoughts on “Kobold Draft Picks

  1. I could spend hours coming up with flavours and strategies for groups of enemies, love it. I watched several videos of hyenas just to redesign gnolls for my game and ended up giving them a set of reactions to use. Sadly the players went through the forest instead of across the plains and I never got to test them. That’s fine, the goblins were fun too.

    The monster manual monsters are 90% “This monster eats oats and has a melee attack and a ranged option. This other monster loves beer and has a melee attack and a ranged option”. Much more fun to have a few surprises for your players and let them figure out how to deal with it over a few sessions, your custom monster table is a fantastic base to work from Angry but your older articles are strong on the flavour aspect as well (was it with the race of temple monkeys?) so I would say they’re still of value.

    I’m glad you mentioned multiattack, saves me from having to send an ask angry email. In earlier articles on monster building you mentioned only AC, hp, attack bonus and average damage determine how hard monsters are to deal with, but recently I’ve come to suspect that things like multiattack and bespoke reactions have a decent impact as well, at least in how enemies are perceived.

    Now in case of these kobolds the effect of multiattack would be amplified by the advantage they get from mobbing the PCs, but is there an argument for taking the action economy into account more generally? Or would you simply lob that under “+x to threat level” as I’ve been doing so far?

    • With Multiattack, you add up the damage of the attacks to determine the damage output to calculate the CR

      • Yes that it pretty clear. Yet at the table 3 attempts at doing 1d6 damage feels more dangerous than 1 attempt at 3d6 damage. It doesn’t matter when averaging things out but in the limited number of rounds that is a typical d&d combat it does somehow.

        Take a solo monster that has a single attack for 30 damage with a +5 attack bonus. There is a decent chance that monster will never damage anyone. Now give it 6 attacks for 5 damage, or legendary actions, maybe add a knock down effect, it becomes a completely different encounter. Now extrapolate this to a monster showing up in a group of 3-6, see what I mean?

        • In my experience, a lot of attacks for little damage is usually worst, both thematically and mechanically. A solid blow has a huge impact on the players, and give them a sense of dread that a bunch of smaller hits fail to accomplish

          • Yes but it needs to hit. I’ve seen a few hard hitting monsters go down before their second turn and they don’t seem to be very memorable. The one time it did become spectacular was when the barbarian failed his save for hold person and took two critical hits to the face.

            Maybe it’s my players but overall they seem to be more impressed if everyone walks away with half their hit points gone then if one of them fell unconscious and the rest is mostly fine. That tends to happen when the action economy is not in their favour one way or the other.

            Anyway, I was interested in other people’s views so thanks for your response.

          • Given all that a GM has on their plate, I’m not sure this idea has merit … but it would be an interesting experiment to split a monster’s move and multi-attack to distinct times in a round.

            You would have to figure out how to split the move and when to use its bonus action if it gets one … but on the other hand, while it would still be doing less damage per attack it would be more reactive as things evolve in a round of combat.

            The problem I see with one massive attack is that it makes combat very all or nothing for the monster.

            • I once toyed with the idea of just giving an enemy two turns. If it has 10, take half the value. Removes a lot of the complexity although you could reduce it’s speed to make it a bit less superman-ey.

              Again the PCs didn’t end up fighting this guy so no idea how that works out at the table.

  2. I don’t know what the morale is, but I want to give it a go.
    Critical is the lowest bracket of HP, and Staggered just means it rolls for morale at each step of bloodied/critical? Or is Staggered the bloodied stage?

    Besides that, this was a good read. Inspiring, and it gave me a fresh look to help me invigorate my lower level, yet non-magical, combat encounters.

      • I’ve read that article, but it doesn’t feature the terms “Critical” and “Staggered”. Additionally, while he has bloodied (50%) and near death (20%), staggered also sounds like it means ‘at every HP step’ since he always had a term for 50%, but he also mentioned he only does Morale once.

        So while I’m inclined to think Critical is a 20% HP morale check and Staggered a 50% HP morale check, I’m inclined to ask.

        • He talked about it in the discord, Staggered replaces Bloodied and Critical replaces Near Death since not everything has blood IIRC

          • About what I expected, then.

            Thank you for clarifying; I am not in the Discord so I couldn’t have known!

  3. There’s a part I don’t get, may be a typo? “Pre-Adventure Draft” Beginning of 5th paragraph.

    “And the third scene should lean closer to two scenes than one.”

    Should that be two sessions?

    I know YOU don’t make mistakes, but WordPress may have bollixed this one up

    Cheers

  4. Regarding AndruC’s generator (fragging awesome) it’s got a small glitch in the tier calculation that’s repaired by changing the Tier cell from =if(Z9<3, 1,CEILING(Z9/3)+1) to =if(Z9<3, 1,CEILING(ROUNDDOWN(Z9/3))+1)

  5. Excellent stuff- I’ve been doing some monster building for a megadungeon project and this looks a bit like my Journeyman not-hobgoblins and their wyvern mounts, which makes me feel a little better about how well I’ve been implementing your technique.

    One thing I’d like more explanation for is how you determine your roster size. How often should an encounter introduce new enemies, and how often should it remix old ones? My not-hobgoblins have seven generic enemies (Soldier, Archer, Sergeant, Taskmaster, Fungal Slave, Wyvern Rider, Wyvern) and three unique enemies (Captain, Warlord, a bigger wyvern), intended to be spread over about 20 fixed encounters, plus a couple random. Do you have a rule of thumb I could use?

    • Math Answer: if you have a rule that every encounter has exactly two different monsters in it, 7 monsters can make 21 different encounters. So probably about 60 encounters before things start to get samey.
      If you use any number of monsters in an encounter, then four monsters will make 15 different encounters, or about 45 encounter before your players feel a rut.
      A long game, statistically speaking, is 90 encounters. So five generic creatures and an environmental effect is probably plenty.

      • I suspect things would start to feel repetitive long before every permutation was exhausted (let alone three of each), especially given that most rosters have traits/themes that make them feel similar to fight.

        This would be counteracted by different battlefields- I bet I could do at least three unique-feeling encounters with a group of three soldiers and two archers every time, if the battlefield was distinct enough.

        • You could work the other way around. How many encounters do you expect to build with them? Then work back from there. I’d settle for three or four personally.

  6. Great stuff, I love the monster building articles. I don’t really jive with kobolds having draconic resistances, but this article has definitely inspired me to rethink my kobolds, dividing them into three “clans” based on their environment (dark forests, caves, tunnels).

    One thing I did notice is that the stat blocks don’t have Sunlight Sensitivity. While it’s probably an oversight, I have to wonder if it’s omission was due the fact that it really doesn’t do anything other than tell the game designer “These monsters are for indoors or night battles only.”

      • I kinda disagree with this.
        I could see some savy players try to draw the kobolds out of their den to weaken them, or blast a ceiling open to get sunlight in, or use a spell that makes sunlight if they have them.

        It’s rare that there’s a chance Sunlight Sensitivity comes in play, but it’s one of those things I feel that players love cause of the huge rewards when it does.
        A crazy complicated plan resulting in blanket disadvantage sounds exactly like the kind of thing a
        player would do.

        I wonder if your opinion is one of those gut feelings that comes from all of your years of DMing or if you actually stopped and consciously thought about the impact of Sunlight Sensitivity in an average game.

        • While you have a point, it’s again, rare. It adds nothing. It’s a fun detail if it comes up somehow, but when will it? Sunlight spells are high level, most caves go deep and have big ceilings (made of solid stone, which is hella tough!), and Kobolds usually have 0 reason to leave their den over just hiding inside and coming out when it’s night and the besiegers are taking a long nap with everyone they can get.

          At most it informs the GM not to have Kobolds do day-time raids or leave their lairs where they don’t have traps or home-field advantage. It shouldn’t ever come up because Kobolds should be well aware of their limitations and work around it. Thus, it does nothing but stop a combat because they aren’t leaving their safety.

          Additionally, it kinda gets me that Kobolds have it at all, given that they’re a lot closer to Dwarves in terms of surface-activity than Drow or Mimics.

    • Take the average value and use as many as you need to reach a target value. Check out angry’s older series on monster building.

      That being said, there’s no real need for the dice codes at the table so if you leave them out no one can tell..

      • I use the dice codes as an acceptable set of limits to adjust the HP values on-the-fly if I feel like the combat is swinging in an unfavorable or unfun direction; also, I will be rolling their actual hit dice for upcoming encounters to add a little variety to the sea of identical, nameless Twig Blights that will populating a new campaign I’m starting. I’m sure the players won’t notice, but it will make my job a little less visually boring I hope.

  7. Finally logged in so I can say how much I appreciate the content that you produce here. I’m enjoying the adventure building articles, love the concept of scenes, and find it fascinating how you are doing the custom monsters. Don’t have anything constructive to add, but thank you.

  8. This is very much off-topic, but Angry, if you can take the time, I would love to know about any other sources of GMing advice that you recommend. Since I’ve caught up on your stuff, I’ve been looking for more, but I can’t find any other source that’s not… well… kind of awful.

    • “can’t find any other source that’s not… well… kind of awful.”

      Ain’t that the truth! Angry understands the game in depth from multiple perspectives, and brings it all together in a usable format.

  9. I have played with the bespoke statblock generator and I noticed a “contribute your monsters to the community bestiary” link.

    I’d like to contribute something but this is a little scary as a) I haven’t been able to test them rigorously and b) I’ll likely be judged harshly.

    The question is (maybe Hoakyboat should answer this one), are submitted monsters meant for peer evaluation and testing or as a final release? Is there any place for notes on how they are intended to be played, seeing as I don’t have a well-read blog on d&d design to explain this?

    That’s two questions, I know..

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