Kobold Powers (5)¶
Explore a collection of Kobold Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.
Draconic Servants
Traits
Draconic Servants. The kobold has resistance to the damage type of its draconic overlord (Fire, Cold, Lightning, Poison, or Acid). Additionally, if the kobold is within 60 feet of a True Dragon then its attacks deal an additional 1d6 damage of that dragon's element.
Draconic Standard
Actions
Aspirant's Breath (When Draconic Standard Charged). The kobold breathes draconic force in a 15 ft cone. Each creature in the area must make a DC 13 Dexterity save. On a failure, the creature takes 16 (3d10) force damage or half as much on a success.
Bonus Actions
Draconic Standard (1/day). The kobold reverently places its Draconic Standard Token (AC/DC 10, 1 Charges) in an unoccupied space within 5ft. Whenever another Kobold dies within a 60ft emanation of the standard, its draconic zeal is absorbed by the standard, which gains 1 charge. Whenever the standard has at least 5 charges, it grants all Kobolds within a 60 foot emanation the ability to use the Aspirant's Breath as an Action at the cost of expending a charge.
Draconic Ascension
Traits
Draconic Ascension. Whenever another Kobold within 60 feet dies, the kobold rolls a d20. On a roll of a 20, the soul of the dying Kobold ascends into a True Dragon. A wyrmling of the appropriate brood (such as a Red Dragon Wyrmling) appears in the nearest unoccupied space. All Kobolds within 60 feet also gain 5 temporary hit points.
False Retreat
Actions
False Retreat. The kobold uses Disengage. It also secretly places a hidden caltrop. If an enemy moves over the caltrop, it must make a DC 11 Dexterity saving throw, taking 1d4 piercing damage on a failure and falling Prone.
Scurrying Formation
Bonus Actions
Scurrying Formation. The kobold climbs up the back of an ally within 5 feet and jumps up to 10 feet. If it lands within 5 feet of an enemy, it makes an attack with advantage against that enemy.