Kobold, Swolbold

Family: Kobold

Medium humanoid (kobold), chaotic neutral

Armor Class 14 (scale mail)
Hit Points 65 (10d8 + 20)
Speed 20 ft.

19 (+4) 11 (+0) 15 (+2) 6 (-2) 12 (+2) 7 (-2)

Skills Athletics +6
Damage Resistances bludgeoning
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
Challenge 3 (700 XP)

Special Traits

  • Leaping Attack. If the swolbold uses the Dash action on its turn and stops within 5 feet of a creature, it can make one slam attack with disadvantage as a bonus action against that creature.
  • Pack Tactics. The swolbold has advantage on attack rolls against a creature if at least one of the swolbold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Sunlight Sensitivity. While in sunlight, the swolbold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained and the swolbold can’t make slam attacks against other targets.
  • Crush. One creature grappled by the swolbold must make a DC 14 Strength saving throw, taking 21 (5d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one.


From behind the collection of angry kobolds steps a creature the size of a dwarf, its bulging muscles flexing as its kobold-like snout twists into a terrible grin.

A Beast Among Kobolds. The swolbold is the brute of the kobold world, a hulking specimen among its smaller and more fragile cousins. Roughly the height of a dwarf but much wider, the rippling muscles of the swolbold betray its ferocious strength. In contrast to the sneakiness and cunning of the kobold, the swolbold is straightforward and devastating in combat.

Bred for Destruction. Swolbolds are very rare, and their penchant for unthinking destruction has stumped sages. Some theorize that swolbolds have been bred by evil wizards in arcane experiments gone horribly wrong. Others state the dark gods revered by kobolds gift these monsters to tribes particularly fervent in their worship. Others still conclude that carefully crafted alchemy transformed normal kobolds into these beastly creatures. Regardless of the swolbold’s origins, experts agree on one thing: you don’t want to meet a swolbold in a dark, subterranean lair.

Fighting Style. The physiognomy of the swolbold allows them to shrug off most mundane blows. Their preferred fighting style is to crush the life out of their foes, rather than stabbing and scuttling like their smaller cousins. Their girth makes fitting into normal armor difficult, so their tribal leaders often create piecemeal armor for them: scraps of metal plates held over vital areas with bits of leather or rope. One or two swolbolds may accompany a larger force of kobolds, acting at the vanguard of an attack. The larger creatures act as battering rams and moving shields, allowing the smaller kobolds to use their ranged attacks and devious tactics to the greatest effect.

Alternate Traits and Actions

Source ExpCod (Open Design)

The following changes allow GMs to alter a swolbold without modifying its challenge rating.

  • Audience-Driven Overconfidence. The swolbold has advantage on attack rolls against a creature if at least one of the swolbold’s allies is within view of the swolbold and the ally isn’t incapacitated. After its turn, and until a creature successfully hits the swolbold with a weapon attack or the beginning of its next turn, whichever comes first, creatures attacking the swolbold make weapon attacks with advantage. The swolbold loses its Pack Tactics trait.
  • Bulk Out (Recharges after a Short or Long Rest). As a bonus action, a swolbold can increase in size for 1 minute. While the swolbold is larger, its slam attack deals an extra 1d4 damage, the escape DC for its grapple and the Strength saving throw DC for its Crush action increase by 2, and it has advantage on Strength checks and Strength saving throws. For the duration, its AC is reduced by 2, and it has disadvantage on Dexterity checks and Dexterity saving throws. The swolbold loses its Leaping Attack trait.
  • Stranglehold. One creature grappled by the swolbold must make a DC 14 Strength saving throw, gaining 23 one level of exhaustion on a failed save. At level 6, the creature becomes unconscious rather than dead. If the creature suffers another effect that causes exhaustion while it is suffering level 6 exhaustion from this action, the creature dies. The swolbold loses its Crush action.
Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.

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