Kobold
Small, dog-faced reptilian humanoids
Basic Fantasy Role-Playing Game
| Armor Class | 13 (11) |
|---|---|
| Hit Dice | 1d4 Hit Points |
| Number Appearing | 4d4, Wild 6d10, Lair 6d10 |
| Attacks | 1 weapon |
| Damage | 1d4 or by weapon |
| Movement | 20' Unarmored 30' |
| Save As | Normal Man |
| Morale | 6 |
| XP | 10 |
| Treasure Type | P, Q each; C in lair |
Kobolds are small, dog-faced reptilian humanoids. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. They prefer ranged combat, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them. Kobolds have Darkvision with a range of 60’, and suffer a -1 penalty to attack rolls in bright sunlight or within the radius of light spells. Kobolds typically wear leather armor in battle.
Kobolds are cunning foes. They see all larger races as enemies, and are thus likely to be hostile when encountered. However, they are naturally cowardly, and prefer to avoid combat, leading enemies into ambushes or traps rather than facing them directly. Sometimes kobold tribes build and inhabit extensive dungeon areas filled with deadly traps which only they know how to avoid.
Special Abilities
Variants
Kobolds gain a +1 bonus to their morale if they are led by a warrior.
| Hit Dice | 1 |
|---|---|
| XP | 25 |
A chieftain of 2 Hit Dice with an Armor Class of 14 (11) and having a +1 bonus to damage due to strength.
| Armor Class | 14 (11) |
|---|---|
| Hit Dice | 2 |
| Damage | 1d4+1 or by weapon+1 |
| XP | 75 |
A kobold king of 3 Hit Dice who wears chain mail with an Armor Class of 15 (11) and a movement of 10’, and who has a +1 bonus to damage. In the lair, kobolds never fail a morale check as long as the kobold king is alive.
| Armor Class | 15 (11) |
|---|---|
| Hit Dice | 3 |
| Damage | 1d4+1 or by weapon+1 |
| Movement | 10' |
| XP | 145 |
A shaman is equivalent to a regular kobold statistically, but has Clerical abilities at level 1d4+1.
| Armor Class | 13 (11) |
|---|---|
| Hit Dice | 1d4 Hit Points |
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 7 [12] |
|---|---|
| Hit Dice | ½ (2hp) |
| Number Appearing | 4d4 (6d10) |
| Attacks | 1 × weapon (1d4 or by weapon -1) |
| THAC0 | 19 [0] |
| Movement | 60' (20') |
| Saving Throws | D14 W15 P16 B17 S18 (NH) |
| Morale | 6 (8 with chieftain) |
| Alignment | Chaotic |
| XP | 5 (bodyguard: 15, chieftain: 20) |
| Treasure Type | P (J) |
Special Abilities
Variants
1d6 bodyguards live in the kobold lair.
| Hit Dice | 1+1 (6hp) |
|---|---|
| XP | 15 |
A chieftain lives in the kobold lair.
| Hit Dice | 2 (9hp) |
|---|---|
| XP | 20 |
OSRIC
| Armor Class | 7 |
|---|---|
| Hit Dice | 1d4 hp |
| Number Encountered | 40d10 |
| Attacks | 1 |
| Damage | 1d4 or by weapon |
| Move | 60-ft |
| Alignment | Lawful evil |
| Intelligence | Average (low) |
| XP | 1/5+1/hp |
| Size | Small (3-ft tall) |
| Frequency | Uncommon |
| Lair | 40% |
Kobolds live in a tribal society. They tend to make their lairs in dark places such as caves or deep forests. They detest direct sunlight and fight at -1 if they are exposed to it. They have infravision which allows them to see well in total darkness (60-ft).
Kobold raiding parties are led by a sergeant and 2 assistants who fight as goblins. They tend to wield cheap weapons like slings or clubs in combat, and are typically unarmoured. Their AC results from their scaly hide.
Their lairs will be ruled by a chief and his 5d4 body guards (all fight as goblins). They often use wild boars or giant weasels to guard their lairs.
Kobolds are hateful creatures, but they especially despise brownies, pixies, sprites, and gnomes, which they will attack on sight.
These creatures speak lawful evil and their own tongue. Some also speak goblin.
Description: Kobolds stand 3-ft tall and have a dark skin tone (brown to black), with no hair. They are vaguely reptilian in appearance with scales, small horns on their heads, short snaky tails and red eyes. They have an average lifespan of 135 years.
Special Abilities
Variants
Raiding parties are led by a sergeant and 2 assistants who fight as goblins.
Fights as goblin
Fights as goblin
Lairs are ruled by a chief.
Fights as goblin
The chief has 5d4 body guards, all fight as goblins.
Fights as goblin