Of all the monstrous races in D&D lore, I’ve always had a particularly fond spot for kobolds. A perfect fixture for lower level encounters, kobolds do everything that goblins or bandits do, but their quirky nature opens them up for a lot of fun encounter dynamics. The Kobold Junk Knight and Kobold Metallomancer both play to the race’s notoriety for being tinkerers and trap makers.
These two variant kobold stat blocks are intended as leader-type enemies for lower level encounters, but there’s nothing to say they can’t be used in greater numbers as fodder in mid level encounters.
Variant 1: The Junk Knight
The Junk Knight is what all naive kobolds aspire to be. Charismatic and powerful for their kind, they scoff at danger and charge headfirst into battle. Standing heads taller than most their kin, they naturally rise to positions of leadership in kobold communities.
Variant 2: The Metallomancer
Metallomancers are some of the most valued members of any growing kobold community. Their mastery of metal working, both magical and mundane, proves invaluable in arming guards, as well as crafting traps and tools. While the average kobold is known to be fairly cowardly, many would gladly risk their lives to protect their Metallomancer in all but the most hopeless of circumstances.
GMs Note: The Metallomancer has a few spells from the Cleric spell lists (Shield of Faith, Spiritual Weapon). Don’t be afraid to reflavor these into less divine powered spells. Sword Burst falls into this category as well, you may wish to change the damage type from Force to Slashing, depending on the feel you are going for.
Definitely using the metallomancer. I love giving my kobolds constructs made of traps, haha. This fits perfectly!