Lawful Evil Small Humanoid (giant, goblin) (3 ft.)
FREQUENCY: Uncommon
NO. APPEARING: 40-400 (I. 4d4+2)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 7
MOVE: 6"
HIT DICE: ½ (hp 2)
% IN LAIR: 40%
TREASURE TYPE: Individuals J; In Lair O, Q (x5)
THAC0: 20*
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: light sensitivity
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (low)
MORALE: +0%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LANGUAGES: Kobold (Goblin and Orc, 75% chance for each)
LEVEL: I (XP 9 or 7 + 1 per hp)
The hide of kobolds runs from very dark rusty brown to a rusty black. They have no hair. Their eyes are reddish and their small horns are tan to white. They favor red or orange garb.
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. Kobolds hate most other life, delighting in killing and torture. They particularly hate such creatures as brownies, pixies, sprites and gnomes. They war continually with the latter, and will attack them on sight. Kobolds live for up to 131 years.
They hate bright sunlight, not being able to see well in it, but their night vision is excellent, and they have infra-red vision which operates well up to 60-ft.
If they are in bright sunlight they have a lesser chance to fight well (-1 from dice rolls to hit opponents).
For every 40 kobolds encountered there will be a leader and two guards who are equal to goblins, each having 4 hit points, armor class 6, and doing 1-6 points of damage.
If 200 or more kobolds are encountered in their lair there will be the following additional creatures there: 5-20 guards (as bodyguards above), females equal to 50% of the total number, young equal to 10% of the total number, and 30-300 eggs. There will always be a chief and his bodyguard in the kobold lair. It is also probable (65%) that there will be from 2-5 wild boars (70%) or 1-4 giant weasels (30%) in a kobold lair; the animals will serve as guards.
A force of kobolds is typically equipped as follows:
short sword and javelin
short sword and spear
short sword
axe
spiked wooden club
javelins (2-3)
spear
5%
10%
10%
20%
30%
15%
10%
Chief and guard types always have the best available weapons. All kobold shields are of wood or wickerwork.
In addition to the tongues of Lawful Evil and kobolds, these monsters can usually (75%) speak goblin and orcish.
Environment. Temperate/sub-tropical, uninhabited/wilderness areas (scrub, forest, rough)
Lawful Evil Small Humanoid (giant, goblin) (3 ft.)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 7
MOVE: 6"
HIT DICE: 1 - 1 (hp 4)
THAC0: 20
MELEE: short sword (1d6)
MISSILE: javelin (1d6)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: light sensitivity
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
MORALE: +0%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LANGUAGES: Kobold (Goblin and Orc, 75% chance for each)
LEVEL: I
Lawful Evil Small Humanoid (giant, goblin) (3 ft.)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 5 (AR 5; chain mail)
MOVE: 6"
HIT DICE: 1 + 1 (hp 6)
THAC0: 19
MELEE: short sword (1d6)
MISSILE: javelin (1d6)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: light sensitivity
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: Kobold (Goblin and Orc, 75% chance for each)
LEVEL: I (XP 40 or 28 + 2 per hp)
Lawful Evil Small Humanoid (giant, goblin) (3+ ft.)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 5 (AR 5; chain mail)
MOVE: 6"
HIT DICE: 2 (hp 9)
THAC0: 16
MELEE: short sword (1d6)
MISSILE: javelin (1d6)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: light sensitivity
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: Kobold (Goblin and Orc, 75% chance for each)
LEVEL: II