Difference between revisions of "Kobald"

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The society of these creatures is tribal with war [[Bands|bands]] based on gens. The stronger [[Tribes|tribes]] rule weaker ones. Kobolds are usually found in dank, dark places such as dismal overgrown forests or subterranean settings. They hate bright sunlight, not being able to see well in it, but their night vision is excellent, and they have [[Infravision|infravision]] which operates well up to 60 feet. If they are in bright sunlight they have a lesser chance to fight well (-1 from dice rolls [[Roll to Hit|to hit]] opponents).  
 
The society of these creatures is tribal with war [[Bands|bands]] based on gens. The stronger [[Tribes|tribes]] rule weaker ones. Kobolds are usually found in dank, dark places such as dismal overgrown forests or subterranean settings. They hate bright sunlight, not being able to see well in it, but their night vision is excellent, and they have [[Infravision|infravision]] which operates well up to 60 feet. If they are in bright sunlight they have a lesser chance to fight well (-1 from dice rolls [[Roll to Hit|to hit]] opponents).  
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See [[Bestiary]]
 
See [[Bestiary]]

Revision as of 16:41, 9 August 2020

Kobald
Species humanoid (goblinish)
No. Appearing 5–50
Behaviour clan
Range alpine, subterranean, taiga, tundra
Size 3 ft. 6 in. tall
Weight 35 lbs.
Intelligence 7–8
Armour Class 7
Hit Dice 1
Action Points 4
Max. Stride {{{stride}}}
THAC0 20
Hp/Die d4
Attack Forms claw, by weapon type
Damage 1–3, varies
Special Attacks infravision

The society of these creatures is tribal with war bands based on gens. The stronger tribes rule weaker ones. Kobolds are usually found in dank, dark places such as dismal overgrown forests or subterranean settings. They hate bright sunlight, not being able to see well in it, but their night vision is excellent, and they have infravision which operates well up to 60 feet. If they are in bright sunlight they have a lesser chance to fight well (-1 from dice rolls to hit opponents).


See Bestiary