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Der Grüne Kobold ist der Pseudonym mehrerer fiktiver Superschurken, die in amerikanischen Comics erscheinen, die von Marvel Comics veröffentlicht wurden. Die erste und bekannteste Inkarnation, Norman Osborn, geschaffen von Stan Lee und Steve. Green Goblin) ist ein Erzfeind Spider-Mans. Er trat zum ersten Mal in The Amazing Spider-Man #14 auf. Entstehungsgeschichte. Name: Green Goblin (dt. Grüner Kobold) Richtiger Name: Norman Osborn (Vater von Harry Osborn - Peter Parkers bester Freund) Erstes Erscheinen: Amazing. Spider-Man Der Grüne Kobold Figur/ Spider-Man Movie Classic Green Goblin Battler: sanlok.co: Spielzeug. Liebevoll detailgetreu modelliert; Green Goblin ist ein bösartiger, grün schimmernder Superschurke. Er glaubt, absolut unbesiegbar zu sein; 1 x Green Goblin.
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Most felt as though they ought to compensate for their small size in other ways, such as humor or aggression.
The ultimate goal of the kobold race was to conquer as much land as possible. If they ever confronted an enemy, they would try to overwhelm foes with sheer numbers.
General plans and goals would be common knowledge, and detailed plans were shared with all who asked to allow them to work fruitfully for the good of the tribe.
Their society was influenced by their lawful evil alignment. Kobolds were confident and happy to remain separated from the other races. A kobold saying stated:.
Where other races considered heroes to be those who enact great feats of strength or military prowess, kobold heroes were those who showed great prowess in trap setting, torture and ambush.
Kobolds were extremely fecund egg-layers, having the highest birth rate among humanoids. About one in ten pregnancies led to two eggs.
An egg needed incubation for about two months, but the newly hatched kobold could walk in just hours.
The eggs were particularly sturdy, and the young inside could survive even if the egg broke as much as fifteen days early.
Some kobold children were dragonwrought , and it was possible to tell this because the egg would be speckled with flecks of the dragon's color, which became more numerous throughout the incubation period.
Ritual demanded that the egg be taken to a sacred hatching place, and dragonwrought kobolds would be raised above ground if they were able to fly, so that they could learn to use their wings.
Like other reptiles, kobolds shed their skin periodically. A growing kobold might do this as frequently as weekly, but a developed one usually shed once per season.
Unlike snakes, kobolds did not shed their entire skin at once; they instead shed portions of it over a period of time, much like lizards do.
The process was usually accelerated by rubbing. Bitterleaf was often applied after shedding to help the new scales acquire strength and shine.
At some point in time, kobolds learned to domesticate dire weasels to serve them as guards and hunters.
This resulted in lycanthropic kobold dire weasels. Around one in ten thousand kobolds was a natural lycanthrope in this manner.
Kobolds used their cunning and sheer weight of numbers to defeat enemies. They preferred to lay traps or ambushes, and would only engage a foe directly after it was weakened.
If their numbers were diminished such that they had less than a two-to-one advantage, the group would usually flee. Kobold traps included spike pits, tripwires, flaming oil, and poisonous vermin.
Kobolds would usually loot what treasure they could carry from their defeated enemies, who were usually killed.
Occasionally, kobolds would enslave their foes, who then might be sold on, unless they were gnomes, which kobolds would always kill, but never eat.
Kobolds lived in the dark, ideally underground or thick forest,  in tribal societies. The overcrowding eliminated the concept of privacy, so kobolds slept in communal areas where nudity was not regarded as shameful or offensive, even to the opposite sex.
Kobolds wore clothing for function or ritual, but not to prevent nudity. The common overcrowding often led to conflict, and two kobolds would fight to settle their differences, although these fights were not usually lethal.
This led to a lack of deep-rooted divisions or grievances in kobold society. They were respectful of authority figures, and would obey diligently, particularly when their ruler was of lawful evil alignment.
Kobolds had specialized laborers, yet the majority of kobolds were miners. They possessed darkvision and were particularly sensitive to bright light.
Due to this, they were susceptible to cold, especially if it was brought on quickly. Kobolds would take a lot of care maintaining their claws and teeth, using smooth stones to polish claws and chewing roots to clean teeth.
It was unknown how kobolds were of dragon heritage. While each kobold valued its own life, the tribe came first. They considered the success of their tribe to be their own success.
Kobolds did not maintain monogamous relationships, and due to the importance they placed on propagation, they chose mates by practical measures rather than love or other emotions.
Mating was an impersonal act for kobolds. Kobolds spoke Yipyak  , a version of the Draconic language , with a yipping accent.
Kobolds often created their lairs by mining them from the rock. Mining was a meticulously planned and conducted process where nothing was left to chance.
Divination magic was used to locate ore and mineral deposits. A high proportion of a kobold tribe were miners. Each family group was expected to cut its own room, the walls of which they would adorn with a pictorial history of the family.
The greatest art for kobolds was trapmaking. The use of invention and cunning in traps was the mark of a good trapmaker.
The other art form was the pictorial representation of the tribe's history, created on the walls of a specially created room in every lair.
Kobolds enjoyed making jewelry from the gems and precious metals they encountered while mining.
They could be possessive about their personal jewelry collections, and much effort was put into crafting beautiful jewelry, unlike other items, which were functional rather than aesthetically pleasing.
Most kobolds were miners and so dressed in sleeveless tunics and breeches ; but kobolds enjoyed dressing in more elegant clothing for festivities.
These included clothes made from silk or leather, but tailored clothes were only common among leaders.
Garments were often made to compliment the wearer's eyes, which involved the use of orange or red dyes.
Other garments might be dyed to demonstrate the wearer's affinity to a particular kind of dragon. Kobolds required the dexterity in their feet too often to wear footwear, and the soles of their feet were hard enough to cope with most surfaces.
Due to the amount of time kobolds spend mining, gemstones were readily available, and they used these to adorn their clothing, and to make jewelry.
The main deity of the kobolds was Kurtulmak , the god of war and mining, who hates all living things besides their kin.
None of these exceptional kobolds are powerful enough to have higher CRs, but they are slightly superior to their kin nonetheless.
Blue : The blue variant of kobolds appears most often within tribes dominated by other scale colors.
Many are powerful clerics of Asmodeus. Green : These are the standard forest kobolds, well camouflaged in leafy undergrowth. Red : These kobolds are pyromaniacs and make extensive use of fire, especially the alchemical and magical kinds.
Most are a bit more arrogant than average kobolds. White : Like the blues, white-scaled kobolds are a little less frequent than other types.
In addition to these, the kobolds sometimes hatch out a throwback to their draconic ancestors. These are the dragonbreath kobolds, who share the ability of the chromatic dragons to breathe acid, cold, electricity, fire, or poisonous gas.
They can breathe in foot lines or foot cones once per round as a move action, forcing a DC 13 Ref lex save for half damage.
Those who fail the saving throw take 1d8 points of damage. After using their breath weapons, dragonbreath kobolds must wait 1d4 rounds before using them again.
These kobolds are CR 1. Many kobold sorcerers make a magical trap called a staring box, which resembles a treasure chest or an ivory or rare wooden coffer, such as a merchant might use to transport jewels.
When a staring box is opened, however, a hypnotic pattern spell is unleashed, affecting all those within a foot radius who fail a DC 14 Will save.
The pattern remains for 1d6 x 10 minutes. They can be hurled as sling stones with normal range, but require only a touch attack to succeed.