← Bestiary
K
Best: 3:4 portrait (e.g. 900×1200)
Kobold
Core • coreKobolds are diminutive, dog-faced humanoids with reptilian skin. They stand between 2½ and 3½ feet tall and typically weigh around 40 pounds. They are cowardly by nature, and in combat they prefer ambushing their foes and constructing traps both clever and deadly; to simply stand and fight is considered the worst possible strategy, and kobolds may fake withdrawing in fear in order to draw enemies into a trap. Kobolds prefer to rely on ranged combat whenever possible. They tend to favor daggers and short spears since both can be used in close quarters or thrown at foes at range. Some may be armed with diminutive bows or crossbows which inflict 1d4 points of damage on a hit. Kobolds normally dwell underground, while those who choose to dwell above ground may adopt a nocturnal lifestyle. All possess Darkvision with a range of 60 feet, and generally avoid exposure to daylight. When they are exposed to sunlight or the effect of continual light they suffer a penalty of -1 to all attack rolls. Most kobolds wear leather armor in combat. One out of every six kobolds in any group is a warrior with 1 hit die (25 XP). Kobolds gain a +1 bonus to their morale if they are led by a warrior. In kobold lairs, one out of every twelve is a chieftain of 2 hit dice (75 XP) with an armor class of 14 (11) and having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a kobold king of 3 hit dice (145 XP) who wears chain mail with an armor class of 15 (11) and has a movement rate of 10' and a +1 bonus to damage. In the lair, kobolds never fail a morale check as long as the kobold king is alive. In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a kobold king is present). A shaman is equivalent to a 1 hit die warrior kobold statistically, but has Clerical abilities at level 1d4+1. For XP purposes, treat the shaman as if it has a number of hit dice equal to its clerical level -1, and assign one special ability bonus asterisk. Kobolds are sometimes confused with barklings, for whom they have a particular hatred; calling a kobold a barkling or suggesting that the two species are related is considered a terrible insult.
Armor Class
13 (11)
Hit Dice
½ (1d4 hit points)
Attack Bonus
—
Move
20' Unarmored 30'
Attacks
1 weapon
Damage
1d4 or by weapon
No. Appearing
4d4, Wild 6d10, Lair 6d10
Save As
Normal Man
Morale
6
Treasure Type
P, Q each; C in lair
XP
10
Roll attacks — tap to roll
weaponby
Treasure P, Q each; C in lair — roll the haul
Type P + Q — carried (each)
Type C — lair
Source: Core • Extracted from your PDFs, no hallucination.