FREQUENCY: Uncommon
FREQUENCY: Uncommon ([Dungeon Level I])
FREQUENCY: Uncommon
([Cold Wilderness Forest])
FREQUENCY: Very
rare ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold
Wilderness Swamp])
FREQUENCY: Uncommon ([Temperate
Wilderness Forest])
FREQUENCY: Very rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness
Swamp])
FREQUENCY: Uncommon
([Tropical Wilderness Forest])
FREQUENCY: Very
rare ([Tropical Wilderness Mountains], [Tropical Wilderness Hills],
[Tropical Wilderness Swamp])
NO. APPEARING: 40-400
ARMOR CLASS: 7 (6)
MOVE: 6"
HIT DICE: 1-4 HP
Yo IN LAIR: 40% (120 Kobolds:
ancient forest, TPL30:5th,
REF3.43)
TREASURE TYPE: Individuals
[J], [O], [Q] (X5) in lair
NO. OF ATTACKS: 1 <note>
DAMAGE/ATTACK: 1-4 (1-6)
or by weapon ~ 20n
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
STRENGTH: 9
INTELLIGENCE: Average -
low
ALIGNMENT: Lawful evil
SIZE: S (3'tall)
LEVEL/X.P. VALUE: 5 + 1
DEITY: Kurtulmak
The society of these creatures
is tribal with war bands based on gens.
The stronger tribes rule
weaker ones.
Kobolds are usually found
in dank, dark places such as dismal overgrown
forests || subterranean settings.
They hate bright
sunlight, not being able to see well in it, but their night vision
is excellent, and they have infra-red vision which operates well up to
60'.
If they are in bright
sunlight they have a lesser chance to fight well (-1 from dice rolls
to hit opponents).
For every 40 kobolds encountered
there will be a leader and 2 guards who are equal to goblins,
each having 4 hit points, armor class 6, and doing 1-6 points of damage.
<>
If 200 or more kobolds are
encountered in
their lair there will be
the following additional creatures there: 5-20
guards (as bodyguards above),
females equal to 50% of the total number,
young equal to 10% of the
total number, and 30-300 eggs. There will
always be a chief and his
bodyguard in the kobold lair. It is also probable
(65%) that there will be
from 2-5 wild boars (70%) or 1-4 giant
weasels
(30%) in a kobold lair;
the animals will serve as guards.
A force of kobolds is typically
equipped as follows:
01-05 | short sword and javelin | 5% |
06-15 | short sword && spear | 10% |
16-25 | short sword | 10% |
26-45 | axe <hand axe> | 20% |
46-75 | spiked wooden club <equiv. to morning star> | 30% |
76-90 | javelins (2-3) | 15% |
91-00 | spear | 10% |
<18 kobolds, example Arms & Armor>
Chief && guard types
always have the best available weapons.
All kobold shields
are of wood or wickerwork.
Kobolds hate most other life,
delighting in killing and torture.
They particularly hate such
creatures as brownies,
pixies,
sprites
and gnomes.
They war continually with
the latter, and will attack them on sight.
In addition to the tongues
of lawful evil and kobolds, these monsters can
usually (75%) speak goblin
and orcish.
Description: The hide
of kobolds runs from very dark rusty brawn to a rusty black.
They have no hair.
Their eyes are reddish and
their small horns are tan to white.
They favor red
or orange garb.
Kobolds live for up to 135
years.
Tribal Spell Casters : Shamen (C5 maximum) OR witch doctors (C5 / MU2 maximum). Not recommended for random encounters.
Young kobolds (kobold cubs): AC 10; MV 6”;
HD 1/3; hp 1 each; #AT 0; D nil (A4)
Zudrak wrote:
Col_Pladoh wrote:
...
To put it into game terms:
There's a reason kobolds
and other goblinoids seek out commoners and not adventurers, right?
Indeed, the population of
border areas is likely better able to defend themselves than are those
not used to criminal incursions, doubly so if the population is denied
weapons for self-defence.
After wll, the Watch cannot
be everywhere.
Cheers,
Gary
Yes indeed, even a kobold
leader can be quite a challenge for a low-level PC, and en mass a well-organized
band of the little humanoids can wipe out the careless adventuring party
Cheers,
Gary
Quote:
Originally Posted by Henry
...And to answer my burning
question... scaly, or hairy?
Heh...
I thought of kobolds as
humanoid, but with green complexion due to their forest habitat and skin
that was rough and scaly even though they were mammalian.
What your kobolds have in the way of skin texture can be quite different
cheers,
Gary
Quote:
Originally Posted by mythusmage
I figured some kobolds had
algae growing in their fur.
Well...
In the dark, damp forests, that could well be moss, as is seen on the backs of sole old snapping turtles
Heh,
Gary
Quote:
Originally Posted by Gray
Mouser
Heh, OK, last question for
the night
With all the talk about Kobalds recently, I got to wondering if you specifically visualized them as dog-like. The picture in the monster manual appears that way, but I don't recall it being specified as such. The kobalds in The Keep on the Borderlands, however, are referred to as "dog-men", and I seem to remember an Erol Otus picture in a module where they appear somewhat canine (although I can't recall the module off hand). Anyway, was the dog-like appearance something you thought of or simply the result of the Monster Manual artist's (DCS, wasn't it?) imagination?
Gray Mouser
It was indeed Dave sutherland
that decided to give the kobolds a dog-like visage, likely because I had
described gnolls as hyena-like.
I had actually originally
envisaged them as more impish ot countenence, but I went along with the
depiction, as it made no difference to the game's play.
Kobolds in the Lejendary Adventure game are very different, and very potent as either Avatars or non-avatars opposing the player team.
Cheers,
Gary
Right about the kobolds.
they are Germanic forest
and mine "spirits," that is goblinesque creatures.
Quote:
Originally Posted by Frank
Mentzer
This has certainly been
asked before, but...
In AD&D, why are kobolds "giant class"?
F
How amusing....
All giants are humanoids, and as such they are kin to the smallest of the specias, the kobolds, goblins, hobgoblins, gnolls, bugbears, ogres, and so on up the line
Later mate!
Gary
I would not use minus HPs
for kobolds, rather d4.
That allows them better
attack capacity while maintaining them as relatively fragile opponents.
Quote:
Originally Posted by JMac5892
Thanks -- yep, I'm not thinking
of these as hard rules, but rather guidelines to keep in mind as I consider
each monster individually.
As for kobolds (and goblins), treating them as 1 HD monsters for attack purposes will give them a whole new dimension...
Yes.
And as we are in agreement here you too must be a gaming genius!
Cheerio,
Gary
<i think it is OK to add
a style: Deutsch accents, here, for this page>