Kobold

Kobold

Humanoid


Climate/Terrain: Any land
Alignment: LE
Organization: Tribe
Activity Cycle: Night
Intelligence: Ave./Human (8-10)
Treasure: J, O, Q x 5
Diet: Omnivore
# Appearing: 5d4
XP Value: 7
Mvmt: 6
Size: S (3’ tall)
Morale: Ave. (8-10)
Spoken Languages and Dialects

Kobolds speak their own language; some (75%) speak orc and goblin.

Hit Dice


.5

Base THAC0:

20

PSP(Chi)


Armor Class


7 (10)

Magic Resistance: Nil

Armor Notes:

Number of Attacks


1

Attack Forms

Martial Art Style(s):
TypeTHAC0DamageSFEffect
Claw20d42None
Javelin20d64
Spear20d6/d86
Spiked Club20d6+1/d3+14
Axe20d8/d107
Short sword20d6/d83
Sling20d46See text.

Spells and Psionics:

Disciplines: | mTHACO | mAC

 
Campaign Notes:

Associates:

NPCs, followers, pets, mounts, etc.
 

 
 

Kobolds are a cowardly, sadistic race of short humanoids that vigorously contest the human and demi-human races for living space and food. They especially dislike Gnomes and attack them on sight.

Barely clearing 3 feet in height, kobolds have scaly hides that range from dark, rusty brown to a rusty black. They smell of damp dogs and stagnant water. Their eyes glow like a bright red spark and they have two small horns ranging from tan to white. Because of the kobolds’ fondness for wearing raggedy garb of red and orange, their non-prehensile rat-like tails, and their language (which sounds like small dogs yapping), these fell creatures are often not taken seriously. This is often a fatal mistake, for what they lack in size and strength they make up in ferocity and tenacity.

 
Combat

The kobold approach to combat uses overwhelming odds or trickery. Kobolds will attack gnomes on sight, but will think twice about attacking humans, elves, or dwarves unless the kobolds outnumber them by at least two to one. They often hurl javelins and spears, preferring not to close until they see that their enemies have been weakened.

Kobolds attack in overwhelming waves. Should the kobolds be reduced to only a three to two ratio in their favor, they must make a morale check. Kobolds are wary of spellcasters and will aim for them when possible.

This diminutive race also enjoys setting up concealed pits with spikes, crossbows, and other mechanical traps. They usually have view ports and murder holes near these traps so that they can pour flaming oil, missile weapons, or drop poisonous insects on their victims.

Kobold war bands are armed with spiked clubs, axes, javelins, short swords and spears. Their shields are seldom metal, but are normally wood or wicker. Chiefs and guards tend to have the best weapons available.

Kobolds have 60-foot Infravision but do not see well in bright sunlight, suffering a -1 on their attack rolls.

Shifty: Kobolds may shift 1 square per round.

Trap Sense: Kobolds gaina +2 to all defenses against traps.

Combat Advantage: Kobolds deal an extra d6 damage against targets they ambush.

Mob Attack: Kobolds get +1 to attack per kobold ally adjacent to them.

Special Shot: The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type:

  • Stinkpot: The target takes a –2 penalty to attack rolls (save ends).
  • Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
  • Gluepot: The target is immobilized (save ends).

Dragonshield Tactics: When an enemy moves adjacent to or shifts away from the kobold, they may shift 1 square.

Twin Slash: If armed with 2 short swords, the kobold may make 2 attacks. If both hit the same target, the target bleeds d4 pts./rd. unitl a save vs. death is made.

Sly Dodge: If the kobold makes a dexterity check he kobold redirects the attack to an adjacent kobold.

 
Habitat/Society

Kobolds live in dark, damp places underground and in overgrown forests. They can be found in almost any climate. As kobolds are good miners, any area with potential for mining is fair game for settlement.

The average kobold tribe has 4d10×10 adult males. For every 40 kobolds in a band there will be one leader and two bodyguards (AC 6; HD 1-1; hp 4 each; damage 1-6). In a lair there will be 5d4 bodyguards, females equal to 50% of the males, young equal to 10% of the males and 3d10x10 eggs. There will also be a chief and 2d4 guards (AC 5; HD 1+1; hp 7 each; damage 1-8). Further, there is a 65% chance there will be guard animals: (70%) d4+1 Wild Boars or (30%) d4 Giant Weasels. There may be one or more shamans.

Their society is tribal but can be further broken up into war bands based on specific clans. As many as 10 families can be part of a clan, and each clan usually is responsible for controlling the area in a 10 mile radius from the lair. Kobolds recover treasure from the bodies of their victims and often carry them back to their lair as food. In some instances, kobolds will not kill their victims, but will sell them as slaves.

 
Ecology

Perhaps kobolds are so cruel because they are easy prey for larger humanoids and hungry monsters. They have many enemies, and even the Dwarves have had to admit that the numerous kobold-goblin wars have kept the number of goblins down to a safe level.

Also Known As

Government Type

Unknown

Known Strongholds

Unknown

Known Clans

Unknown

Homeland

Unknown

Known Alliances

Unknown

Trade Expertise

Unknown

Ability Score Adjustments

Unknown

Languages Spoken

Kobolds speak their own language; some (75%) speak orc and goblin.

Racial Enmities

Kobolds are distrustful of strangers. They hate Brownies, Pixies, Sprites and Gnomes. Gnomes are never eaten or taken prisoner.

Life Expectancy

135 yrs.

Large Kobold


Climate/Terrain:
Alignment: LE
Organization: Tribe
Activity Cycle: Night
Intelligence: Ave./Human (8-10)
Treasure: J, O, Q x 5
Diet: Omnivore
# Appearing:
XP Value: 7
Mvmt: 4
Size: S (3’ tall)
Morale: Unsteady (5-7)
Spoken Languages and Dialects

Hit Dice


1+!

Base THAC0:

20

PSP(Chi)


Armor Class


5

Magic Resistance: Nil

Armor Notes:

Number of Attacks


Attack Forms

Martial Art Style(s):
TypeTHAC0DamageSFEffect
Claw20d62None
Javelin20d64
Spear20d6/d86
Spiked Club20d6+1/d3+14
Axe20d8/d107
Short sword20d6/d83
Sling20d46See text.

Spells and Psionics:

Disciplines: | mTHACO | mAC

 
Campaign Notes:

Associates:

NPCs, followers, pets, mounts, etc.
 

 

Huge Kobold


Climate/Terrain:
Alignment: LE
Organization: Tribe
Activity Cycle: Night
Intelligence: Ave./Human (8-10)
Treasure: J, O, Q x 5
Diet: Omnivore
# Appearing:
XP Value: 7
Mvmt: 4
Size: S (3’ tall)
Morale: Ave. (8-10)
Spoken Languages and Dialects

Hit Dice


2

Base THAC0:

20

PSP(Chi)


Armor Class


5

Magic Resistance: Nil

Armor Notes:

Number of Attacks


Attack Forms

Martial Art Style(s):
TypeTHAC0DamageSFEffect
Claw202d42None
Javelin20d64
Spear20d6/d86
Spiked Club20d6+1/d3+14
Axe20d8/d107
Short sword20d6/d83
Sling20d46See text.

Spells and Psionics:

Disciplines: | mTHACO | mAC

 
Campaign Notes:

Associates:

NPCs, followers, pets, mounts, etc.
 

 

Female Kobold


Climate/Terrain:
Alignment: LE
Organization: Tribe
Activity Cycle: Night
Intelligence: Ave./Human (8-10)
Treasure: J, O, Q x 5
Diet: Omnivore
# Appearing:
XP Value: 7
Mvmt: 6
Size: S (3’ tall)
Morale: Ave. (8-10)
Spoken Languages and Dialects

Hit Dice


.5 (2 hp)

Base THAC0:

20

PSP(Chi)


Armor Class


7

Magic Resistance: Nil

Armor Notes:

Number of Attacks


Attack Forms

Martial Art Style(s):
TypeTHAC0DamageSFEffect
Claw20d32None
Javelin20d64
Spear20d6/d86
Spiked Club20d6+1/d3+14
Axe20d8/d107
Short sword20d6/d83
Sling20d46See text.

Spells and Psionics:

Disciplines: | mTHACO | mAC

 
Campaign Notes:

Associates:

NPCs, followers, pets, mounts, etc.
 

 

Bodyguard Kobold


Climate/Terrain:
Alignment: LE
Organization: Tribe
Activity Cycle: Night
Intelligence: Ave./Human (8-10)
Treasure: J, O, Q x 5
Diet: Omnivore
# Appearing:
XP Value: 15
Mvmt: 6
Size: S (3’ tall)
Morale: Ave. (8-10)
Spoken Languages and Dialects

Hit Dice


1-1

Base THAC0:

20

PSP(Chi)


Armor Class


6

Magic Resistance: Nil

Armor Notes:

Number of Attacks


Attack Forms

Martial Art Style(s):
TypeTHAC0DamageSFEffect
Claw20d62None
Javelin20d64
Spear20d6/d86
Spiked Club20d6+1/d3+14
Axe20d8/d107
Short sword20d6/d83
Sling20d46See text.

Spells and Psionics:

Disciplines: | mTHACO | mAC

 
Campaign Notes:

Associates:

NPCs, followers, pets, mounts, etc.
 

 

Chief Kobold


Climate/Terrain:
Alignment: LE
Organization: Tribe
Activity Cycle: Night
Intelligence: Ave./Human (8-10)
Treasure: J, O, Q x 5
Diet: Omnivore
# Appearing:
XP Value: 15
Mvmt: 6
Size: S (3’ tall)
Morale: Ave. (8-10)
Spoken Languages and Dialects

Hit Dice


1+1

Base THAC0:

20

PSP(Chi)


Armor Class


5

Magic Resistance: Nil

Armor Notes:

Number of Attacks


Attack Forms

Martial Art Style(s):
TypeTHAC0DamageSFEffect
Claw20d82None
Javelin20d64
Spear20d6/d86
Spiked Club20d6+1/d3+14
Axe20d8/d107
Short sword20d6/d83
Sling20d46See text.

Spells and Psionics:

Disciplines: | mTHACO | mAC

 
Campaign Notes:

Associates:

NPCs, followers, pets, mounts, etc.
 

 

Comments

Please Login in order to comment!