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==4th Edition== In this edition, kobolds received their first writeup in the Monster Manual 1. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Modifier: +2 Dexterity +2 Constitution, ::Size: Small ::Vision: Normal ::Speed: 6 squares ::Skill Bonus: +2 Stealth, +2 Thievery ::Trap Sense: +2 to all defenses against traps ::Racial Power - Shifty: At-Will power. You can spend a minor action to Shift 1 square </div></div> They later got beefed up in the Dungeon Survival Guide. This gave them the Reptile type, traded Stealth bonus for Dungeoneering, gave them Darkvision, let them swap their Dex boost for +2 Charisma instead, and replaced Shifty with Shifty Manuever, an Encounter power that lets the kobold and all allies within Close Burst 2 shift 1 square as a free action. It also gave them five new racial utility powers; Flee! (level 2 Daily; kobold and all allies in Close Burst 2 get +2 to all defenses for 1 turn and shift their full speed), Load Slingpot (level 2 Encounter; kobold with a sling can fling a randomly enchanted projectile that will either give the target a turn-long attack penalty, set the target on fire, or immobilize them for a turn), Tunnel Scuttle (level 6 Encounter; free move action that can go up walls and through tight spaces without issue), Frantic Shift (level 10 Encounter; shift 1 square as a minor action, recharges if you get Bloodied) and Trap-Gang Method (level 10 At-Will; if you take trap/hazard damage with a non-minion creature adjacent to you, you can shift over half the damage you take to that creature). On top of that, it also provided them with five empowering feats; Dragon's Indomitability (roll two dice and choose the result you want when saving vs. Fear and Stun), Kobold in a Corner (+1 per tier bonus damage against creatures that have combat advantage against you), and Shiftier Maneuver (when you use Shifty Maneuver, one target can shift +2 extra squares) for every'bold, Trapbuster (roll two dice and pick your preference when making Perception checks to detect traps, you don't ever trigger a trap if you fail a Thievery check to disable it) for those with training in Thievery, and Eldritch Momentum (if you move at least 3 squares away from where you started your turn, you gain combat advantage against all creatures under your Warlock's Curse until the end of your next turn) for the kobold [[warlock]]. Truly, 4th edition was a glorious time to play a kobold. {{D&D4e-Races}}
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