||Temperate to tropical/Hills
||J,O (Q x 5)
||J (Q x 5)
||6, Fl 15 (C)
||½ (1-4 hit points)
||2 HD: 19
||3-4 HD: 17
||5 HD: 15
|No. of Attacks:
||1-4 or 1-6
||1-3 or 1-4
||S (3' tall)
||S (3' tall)
||2 HD: 35
||3 HD: 65
||4 HD: 120
||5 HD: 175
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
Kobolds speak their own language; some (75%) speak orc and goblin.
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.
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 40 - 400 (4d10x10) 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 5-20 (5d4) bodyguards, females equal
to 50% of the males, young equal to 10% of the males and 30-300 (3d10x10) eggs.
There will also be a chief and 2-8 guards (AC 5; HD 1+1; hp 7 each; damage
1-8). Further, there is a 65% chance there will be guard animals: (70%) 2-5 wild
boars (AC 7; HD 3+3; damage 3d4 gore) or (30%) 1-4 giant weasels (AC 6; HD 3+3;
damage 2d6 bite and blood drain). 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.
Kobolds are distrustful of strangers. They hate brownies, pixies, sprites and
gnomes. Gnomes are never eaten or taken prisoner.
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.
Kobolds can live 135 years.
Urds are distant relatives of kobolds. Three feet tall, with short ivory
horns, their bodies are frail and covered with mottled yellow to brick red scales.
Their leathery, batlike wings span 8 feet.
Urds have 60-foot infravision and prefer to hunt at night, dropping jagged
stones (2-3 pounds each) from the air. Unsuspecting victims are AC 10 for the
attack roll. Actively dodging opponents are considered AC 2 before modifications to
Dexterity. Rocks cause 2d4 points of damage. Some urds (25%) carry light
sprears (1d4 damage).
A band of 20 urds is accompanied by a subchieftain (AC 7, 7 hp). Urd flocks of
100 or more include the chieftain (10 hp, 50% have magical leather armor). Urd
lairs contain 1d6 shamans able to speak with bats as per speak with animals
Urd life spans can exceed 100 years, but they rarely live past 50.