The Kobold

Abilities
Kobolds Dexterity score increases by 2, and their Intelligence increases by 1.

**Darkvision**
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.

**Pack Tactics**
Kobolds have advantage on an attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn't incapacitated.

**Sunlight Sensitivity**
Kobolds have disadvantage on attack rolls and on Wisdom checks that rely on sight when Kobolds, the target of their attack, or whatever they are trying to perceive, is in direct sunlight.

Physical Appearance and Traits

- Kobolds have long scaled tails to counter the weight of their snout on the front side of their body. They have two clawed feet that somewhat resemble a bird's claw or a lizard's foot, that leaves interesting tracks in the dirt.

- Kobold have an average lifespan of 135 years, reaching maturity at the young age of only 9 years old. Elder Kobold's, if they reach the age of 121 or older, are known as "Great Wyrms"

**Size**:
Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Their size is Small. (2ft-4ft)

**Speed**:
Your base walking speed is 30 feet.

Languages

*[!] You can speak, read, and write Common and Draconic[!]*

Kobold Lore

The Kobold are a long-surviving, protective, and often rowdy group who originate throughout the rocky isle, North of Astroth that the mighty Dwarven people named ‘Larann’. The Isle of Larann is an odd society (as mentioned throughout the Dwarven Lore), where currently Dwarves and Kobolds live together to survive. Kobolds tend to remain in the damp, gloomy, underground network of mines and caverns underneath the Isle, as of their evolved sunlight sensitivity, helping transport the ores that the Dwarves mine. For what the Kobolds lack in height and strength they excel in intelligence and perception as, they are keen trap makers to help defend their Dragon Egg that resides inside one of the volcanic Islands. They create tripwire triggered cages, and arrow launchers that attack those who dare go near their seriously scaled lord that helped create them (More mentioned throughout their religion). Even though they work with other people, the Kobold’s are known for their commonly xenophobic/negative attitudes towards other people who come from different areas of the realm, this behavior makes the Kobold’s slightly more difficult to get on with but as long as they have incentive, that you provide them with, you definitely have their trust.
**The Hierarchy**
This treaty was made between the Dwarves and the Kobolds once the Dwarves discovered them underground throughout the volcanic isle. The Kobolds wouldn’t move on from their homeland for they were protecting what they said was a “Dragon” and the Dwarves not wanting to go to war with the Dragon decided the best step forward would be peace between the two great kinds, thus creating the *Hellfire* treaty.Within this treaty both races shall show no unethical violence towards the other and shall help each other defend their riches and resources. Kobolds shall provide transport throughout the underground network for the dwarves and the ores they mine and the Dwarven kind shall provide food and sustenance so the Kobolds don’t have to step into the daylight. They both shall live in harmony until the treaty is broken, and on that day all hell shall break loose.

Religion