Kobold | Size & Type (subtype): | Small Humanoid (Reptilian) | Hit Dice: | 1/2d8 (2) | Initiative: | +1 (Dex) | Speed: | 30 ft. | Armor Class: | 15 (+1 size, +1 Dex, +1 natural, +2 leather) | Attacks: | Halfspear -1 melee; or light crossbow +2 ranged | Damage: | Halfspear 1d6-2; or light crossbow 1d8 | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | | Special Qualities: | Darkvision 60 ft., light sensitivity | Saving Throws | Fortitude: 0 Reflex: 1 Will: 2
| Abilities: | Str: 6 Dex: 13 Con: 11 Int: 10 Wis: 10 Cha: 10 | Skills: | Craft (trapmaking) +2, Hide +8, Listen +2, Move Silently+4, Search +2, Spot +2 | Feats: | Alertness | Climate and Terrain: | Any forest and underground | Climate: | cold,temperate,warm | Terrain: | forest,underground | Organization: | Gang (4-9), band (10-100 plus 100% noncombatantsplus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level,and 5-8 dire weasels) | Challenge Rating: | 1/6 | Challenge Rating Value: | 0.167 | Treasure: | Standard | Alignment: | Usually lawful evil | Advancement: | By character class |
| Description: |
Kobolds speak Draconic with voices that sound like yapping
dogs.
Combat
They begin a fight by slinging bullets, 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.
Light Sensitivity (Ex): Kobolds suffer a -1 penalty to attack
rolls in bright sunlight or within the radius of a daylight
spell.
Skills: Kobolds receive a +2 racial bonus to Craft
(trapmaking), Profession (mining), and Search checks.
Kobold Characters
A kobold's favored class is sorcerer. Kobold clerics can
choose any two of the following domains: Evil, Law, Luck, and
Trickery.
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