Homebrew Gnollbold (Gnoll-Kobold Hybrid) Species Details
50% hyena, 50% lizard, 100% Bastard™
Few and Far Between
Offspring between a Gnoll and Kobold are indeed possible, but hardly ever witnessed firsthand. Gnolls and Kobolds are races with very different societies, and their communities infrequently interact, but when they do, they are almost always at odds with each other. Circumstances that do conspire to produce a Gnollbold are highly unusual, so it is difficult to say what upbringing for them is considered normal. They are often singled out from Gnoll packs for being smaller and weaker than the average Gnoll, and and viewed by Kobold tribes with great fear and suspicion when they obviously stick out. Due to this lack of acceptance, Gnollbolds tend to live sadly short lives, but if they are able to adapt, the surviving adults go on to thrive in adverse conditions.
Results May Vary
The extreme physical differences of Gnolls and Kobolds, perhaps aided by some unknown magical factors, makes the outcome of their genetic combination somewhat unpredictable. Every Gnollbold has a unique blend of physical characteristics inherited from their respective parents. As seemingly impossible blends of reptile and mammal, some Gnollbolds have a fine coating of hair coming out from under a fully scaled carapace, while others have fur growing in specific patterns throughout their body and scales in the rest. Some have the lurching neck and gait of a hyena, and some are lean, wide-eyed, and skittish like their reptilian kin. Their size is quite variable as well; it is possible to have Gnollbold with mostly Gnoll features that is of diminutive Kobold stature, as well as a Gnoll-sized mostly-Kobold that can easily be mistaken for a Dragonborn.
Playing a Gnollbold
Since Gnollbolds are usually (but not always) made outcasts, not just by their respective races but by the world at large, they are generally distrustful and will primarily look out for themselves. However, if they do happen to find a group that accepts them and earns their trust, they will swear loyalty indefinitely. Their upbringing will also strongly influence the deity they worship. Gnoll-raised Gnollbolds mainly worship Yeenoghu, whereas Kobold-raised Gnollbolds mainly patronize a favored dragon. If they were raised outside of either society, they will follow the beliefs of their parents or the region they are local to. Gnollbolds are highly impressionable in their youth, and are eager to fit in wherever they can. If they have trouble fitting in, it is very difficult for them to accept any traditional structure once they are grown.
Gnollbold (Gnoll-Kobold Hybrid) Traits
Your Gnollbold character has the following racial traits.Ability Score Increase
Your Dexterity and Strength scores increase by 1.
Age
Gnollbolds reach adulthood at 8 to 12 years old, but their lifespan differs wildly by individual. They can reach old age at as early as 40 years, but often live past 70. They can very rarely live for well over a century, depending on the strength of their draconic lineage. This is often not the case, as most Gnollbolds are subject to the usual mortal pitfalls of adventuring. The more Kobold features they have, the longer-lived they tend to be.
A Gnollbold's maximum age can be left up to the discretion of the player. If you prefer to determine your Gnollbold's maximum age directly, roll 1d10+3. You can reroll once per every Kobold trait you select, with a limit of three rerolls.
Alignment
Depending on whether or not they trust their current group, Gnollbolds will strongly favor either Chaotic or Lawful alignments.
Size
Gnollbold height averages at 5 to 6 feet, with weight from 160 to 200 pounds. As with most of their traits, their physical characteristics can vary from the lightest Kobold (two to three feet and 25 to 35 pounds) to the beefiest Gnoll (at least 7 feet and 230 to 280 pounds). You can choose your size or roll a d10; 1-2 for diminutive, 3-8 for mid-sized, and 9-10 for largest. Diminutive Gnollbolds are small, and everything above is medium.
Speed
Your base walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages
If you were socialized by Kobolds, you can read, speak, and write Common and Draconic. If you were socialized by Gnolls, you can read, speak, and write Common and Gnoll, and replace one of your unique traits with fluency in Abyssal.
Genetic Mix-Up
You can choose from, or roll 1d8 for, three of the following racial traits common to Gnolls and Kobolds:
1. Bite
Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
2. Menacing
You gain proficiency in the Intimidation skill.
3. Sudden Rush
You can take the Dash action as a bonus action on your turn. You can use this trait three times. You regain all expended uses of it when you finish a long rest.
4. Scavenger
You can safely consume raw or rotting food and have advantage on Constitution saving throws against disease and ingested poison.
5. Pack Tactics
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
6. Ambusher
When you roll damage for an attack with a melee weapon against a creature that is surprised, you may reroll the weapon's damage dice and use either total.
7. Burrower
You have a natural dig speed of 5 feet.
- This ability can be used in combat to dig a shallow hole in sand or soft earth (loose soil, mud or clay) to avoid physical or ranged attacks, but takes a full action. Most earth in non-inclement weather is considered firm earth and takes an additional turn to loosen before burrowing. You cannot burrow in hard earth or rock without additional assistance from specialized equipment or spells.
- If an enemy did not see you bury yourself, they must succeed a Perception check of 10 plus your Athletics modifier to determine if you are buried. If they do not know you are buried and are in immediate range of where you burrowed (5 feet or closer), you can use your resurfacing turn to make a surprise attack with a Light melee weapon. If you do this, you are partially exposed and cannot turn or move your lower limbs until your next turn.
- Enemies must take a full action to unearth you before you are open to physical attack unless they are equipped with weapons exceeding 5 feet in length. If they attack you while you are buried, they must succeed an Athletics check in addition to their Attack roll to push through the dirt above you.
- You are unable to take any other actions until you resurface, aside from spells, cantrips, or abilities that target only yourself.
- You are not immune to magic while burrowed. If you are in range of a fire-based spell, you have advantage on saving throws and take half damage. If you are hit by an earth or water spell, however, you are at disadvantage, and if you lose your saving throw, you will become Embedded and cannot act until you succeed an Athletics check (or another creative solution if your DM permits).
- You can safely hold your breath while burrowed for three turns in a row. If you stay burrowed for additional turns, consult rules for Suffocation.
8. Light Fingered
Choose one of the following proficiencies: Tinker's Tools, Thieves' Tools
You can also add one additional custom trait if you take one of the following negative traits:
Sunlight Sensitivity
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight whenever you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Slim Build
You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift.
Previous Versions
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7/6/2020 2:17:31 PM
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Coming Soon
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