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Kobold

Small, dog-faced reptilian humanoids

humanoid reptilian subterranean chaotic lawful-evil tribal

Basic Fantasy Role-Playing Game

BFRPG

Armor Class13 (11)
Hit Dice1d4 Hit Points
Number Appearing4d4, Wild 6d10, Lair 6d10
Attacks1 weapon
Damage1d4 or by weapon
Movement20' Unarmored 30'
Save AsNormal Man
Morale6
XP10
Treasure TypeP, 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

Darkvision: Darkvision with a range of 60'.
Light Sensitivity: Suffer a -1 penalty to attack rolls in bright sunlight or within the radius of light spells.
Tactics: Prefer ranged combat and ambushes near trapped areas. Drive enemies into traps, then pour flaming oil, shoot them, or drop poisonous vermin onto them.

Variants

Warrior (one out of every six kobolds)

Kobolds gain a +1 bonus to their morale if they are led by a warrior.

Hit Dice1
XP25
Chieftain (in lairs, one out of every twelve)

A chieftain of 2 Hit Dice with an Armor Class of 14 (11) and having a +1 bonus to damage due to strength.

Armor Class14 (11)
Hit Dice2
Damage1d4+1 or by weapon+1
XP75
Kobold King (in lairs of 30 or greater)

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 Class15 (11)
Hit Dice3
Damage1d4+1 or by weapon+1
Movement10'
XP145
Shaman (in lair, 1 on 1d6 chance (or 1-2 on 1d6 if a kobold king is present))

A shaman is equivalent to a regular kobold statistically, but has Clerical abilities at level 1d4+1.

Armor Class13 (11)
Hit Dice1d4 Hit Points
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class7 [12]
Hit Dice½ (2hp)
Number Appearing4d4 (6d10)
Attacks1 × weapon (1d4 or by weapon -1)
THAC019 [0]
Movement60' (20')
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale6 (8 with chieftain)
AlignmentChaotic
XP5 (bodyguard: 15, chieftain: 20)
Treasure TypeP (J)
Small, wicked, hairless, canine humanoids with scaly, rust-coloured skin. Dwell underground.

Special Abilities

Ambush: Set up surprise attacks.
Infravision: 90'.
Hate gnomes: Attack on sight.
Hoard: Only have treasure type J when encountered in the wilderness or in their lair.

Variants

Bodyguard (in the kobold lair)

1d6 bodyguards live in the kobold lair.

Hit Dice1+1 (6hp)
XP15
Chieftain (in the kobold lair)

A chieftain lives in the kobold lair.

Hit Dice2 (9hp)
XP20
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class7
Hit Dice1d4 hp
Number Encountered40d10
Attacks1
Damage1d4 or by weapon
Move60-ft
AlignmentLawful evil
IntelligenceAverage (low)
XP1/5+1/hp
SizeSmall (3-ft tall)
FrequencyUncommon
Lair40%

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

Infravision: 60-ft infravision, allowing them to see well in total darkness.
Sunlight Weakness: Detest direct sunlight and fight at -1 if exposed to it.
Languages: Speak lawful evil and their own tongue. Some also speak goblin.
Lair Guards: Often use wild boars or giant weasels to guard their lairs.
Hatred: Especially despise brownies, pixies, sprites, and gnomes, which they will attack on sight.

Variants

Sergeant (leading raiding parties)

Raiding parties are led by a sergeant and 2 assistants who fight as goblins.

Fights as goblin

Sergeant's Assistants (with sergeant in raiding parties (2 assistants))

Fights as goblin

Chief (ruling the lair)

Lairs are ruled by a chief.

Fights as goblin

Body Guards (with chief in lair (5d4 body guards))

The chief has 5d4 body guards, all fight as goblins.

Fights as goblin