Kobin (5e Race)

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Ah, kobin. They possess the foolishness of goblins, curiosity of flumps, and craftiness of gnomes.They are elegant in their own annoyingly special way."
—Nithr the Goldenhearted, Dragonborn Battle master

Physical Description[edit]

Dark Driceratops from Yu-Gi-Oh!

Kobin are small, beaked, reptilian creatures with scaly skin. Within their beaks are rows of teeth meant to shred plants. Occasionally they have feathers too, as well as frills near their necks. This plumage is usually colorful but kobin tend to be colors that blend well specifically with green, for the same of camouflage in their natural environment. Some may sprout small, hooked horns as they mature. Although kobin run on all fours, their hands can grasp tools and weapons without difficulty. They lack any natural weapons and will often retreat to the safety of their burrows instead of fighting.


Kobin are believed to have descended from the dinosaurs that were accidentally given intelligence through encounters with illithids. Very little is known about the kobin after the fall of the illithid empire, as all records kept were mainly destroyed. There are many tales of ancient kobin kings who fought against the illithids. Others believe that the illithids, as aliens, had bought the kobin with them from their long interstellar travel. There also exists the theory that kobin are the results of experimentation done on reptilian creatures like lizardfolk, which changed them drastically. However, these are widely believed to be myths by kobin themselves, and the exact details of their early culture has been lost to time. Kobin do not keep very good historical records, if at all. Most scholars and sages agree that the peak of their civilizations' power was in the era of destruction that followed the collapse of the illithids, as they succeeded their forefathers. During their peak, it was believed they fought against a scourge known as the Eternal Night. Mentions are scant, but it drove some kobin to retreat forever into the Underdark, where they came to change.


Kobin are very social creatures, especially for the company of their own. Kobin societies usually form with several large families sharing territory and burrows, and patrol their territory together. They lay their eggs in communal nests which are guarded by everyone in the community. Other kobin form huge, hive-like mounds where they live in huge numbers. Each mound its own self-sustainable neighborhood. They are very protective of their own, especially their young. they communicate distress through a variety of cries to alert their groups to danger. When food is scarce, as they tend to overgraze areas, they move in huge herds.


Generally, kobin are amicable and peaceful, as grazers. However, hunger may drive them to anger easily, and fear can make them insane. As they are usually docile and tame, effects that cause rapid, unpredictable changes are not favorable to them at all. They prefer calm. In stressful situations, they may turn wild, lashing out at others, going berserk, and rampaging. As such, it is very important never to spook them or surprise them. They are similar to rhinos in this way. When confronted with something new and possibly threatening, they don't think twice. They just charge.

Kobin Names[edit]

Kobin names are composed of one or two contrasting syllables and rarely exceed 6 letters.

Male: Yigyaby, GibGab, ObGog, Pokpak

Female: ZaiZit, Urppap, Liolai, DaiMa

Kobin Traits[edit]

Small frilled reptilians, mutated by illithid intelligence.
Ability Score Increase. Your Constitution score increases by 1.
Age. Kobin can live to be 150 years old, but, they usually die at 11 or 12 due to their curiosity. Kobin mature at the age of 10.
Alignment. Kobin lean towards the chaotic side of the spectrum due to their curious nature and foolish boldness.
Size. Kobin are fairly small, and are typically between 2 to 3 and a half feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet. You also have a burrowing speed of 15 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.
Natural Survivors. Even though your ancestors and all the other dinosaurs may have become fossils, you yet remain. You are proficient in the Survival skill.
Languages. You can speak, write, and read in Common and Deep Speech.
Subrace. Choose from the dry, temperate, urban, jungle, coastal, and Underdark subraces.


The dry kobin live in deserts and wastelands, eking out an existence in these hot climates. The dry kobin have a rich history, with tales of prophets and crusaders who clash with the evil forces of the Eternal Night. Their feathers are sandy colored and their skin is much more faded in hue.

Ability Score Increase. Your Wisdom score increases by 2.
Tunnelsense. When you are underground, you may expend your action to try and perceive the surroundings about you by feeling for vibrations. You gain 10 feet of tremorsense until the end of your turn
Dune Digger. Digging through sand makes you more adept at other materials that adhere together. Your burrowing speed increases by 10 feet.
Scarcity Acclimated. You are used to not always finding food or water and your body can withstand it. Your food and drink requirements are halved.


The jungle kobin live in rainforests and swamps. They are larger and more warlike than their cousins, who they perceive as wimps. Their skin is a much deeper green, and their feathers are more vibrant.

Ability Score Increase. Your Dexterity score increases by 2.
Toxic Bile. You can drench enemies in fluid from your innards as a defense mechanism of last resort. As an action, you can spit a bout of orange, foul-smelling liquid in a 5 by 30 foot line. Each creature within this area of effect must make a Constitution saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. Upon failure, they take 1d6 acid damage and become poisoned. On success, they take damage but suffer no other effects. You regain use of this trait after you finish a long rest.
Jungle Stalkers. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.


The temperate, or common, kobin live in plains and forests, and they have an affinity for the friendly animals who live there. Their colors, though duller than their jungle cousins, are nonetheless pretty.

Ability Score Increase. Your Charisma score increases by 2.
Animal Ally. You can cast the animal friendship spell once, without a spell slot or material components. You regain use of this spell via this trait at the end of a long rest.
Calming Disposition. You have advantage in Wisdom (Animal Handling) checks to calm other creatures.


The urban kobin adapted to life in their ageless citadels, protected by huge, mysterious automatons. This allowed them to pursue academic and artistic activities in peace, even after their fall. Their bodies have a grayish-blue tint to them.

Ability Score Increase. Your Intelligence score increases by 2.
Artistic Traditions. You are proficient in one gaming set or instrument, and one artisan's tool of your choice.
Metroglot. You know one additional language of your choice.


These kobin are a bit more salt-drenched, living and feeding off the marina pools and living out on rocky cliffs. The ends of their limbs and feathers are often white.

Ability Score Increase. Your Dexterity score increases by 2.
Oceanic Exposure. Where you live has a lot of rock which you can't dig through. Instead, you adapted a more aquatic life. You do not have a burrowing speed like other kobin. You instead have a swimming speed of 20 feet.
Diver. You can hold your breath for up to half an hour at a time.


These are secretive kobin, who are the rarest of their race, believed to have spawned as a result of the Eternal Night having driven them from their cousins. Few see them even in their habitat in the dark caverns, due to their dark-colored feathers with an oily sheen. They evolved to not burrow, but climb the walls of the caves in the dark.

Ability Score Increase. Your Wisdom score increases by 2.
Dark Sneak. You have advantage in Dexterity (Stealth) checks when in darkness.
Rock Climber. You do not have a burrowing speed like other kobin. Instead, you have a climbing speed of 15 feet.

Random Height and Weight[edit]

2′ 0″ +2d8 54 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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