Kobolds are small demihuman creatures that stand 3 feet tall and weigh 30-40 pounds. They have enhanced abilities related to stealth, traps, and senses. As they level up, kobolds gain increased hit dice, improved armor class and attack bonuses, higher chances of success with skills, and eventually the ability to establish a stronghold that attracts other kobolds. Their prime abilities are intelligence and dexterity.
Kobolds are small demihuman creatures that stand 3 feet tall and weigh 30-40 pounds. They have enhanced abilities related to stealth, traps, and senses. As they level up, kobolds gain increased hit dice, improved armor class and attack bonuses, higher chances of success with skills, and eventually the ability to establish a stronghold that attracts other kobolds. Their prime abilities are intelligence and dexterity.
Prime requisite: INT and DEX Hit Dice: 1d4 Due to their small size, kobolds gain a +2 Maximum level: 8 bonus to Armour Class when attacked by large Armour: Leather, chainmail, shields opponents (greater than human-sized). Weapons: Any appropriate to size Languages: Alignment, Common, Kobold DetectRoomTraps Due to their expertise with traps, kobolds have Small demihumans with a canine appearance, a 2-in-6 chance of detecting non-magical kobolds stand 3’ tall and weigh 30-40 pounds. room traps when searching (see Dungeon They have rat-like tails and communicate in a Adventuring in OSE). language that resembles a small dog barking. Kobolds who live above ground have a thin layer of fur, while underground dwellers are Infravision hairless with scaly, rust-coloured skin. Kobolds have infravision to 60’ (see Darkness Keenly aware of the disadvantages of their size under Hazards and Challenges in OSE). and stature, kobolds use stealth, traps, and trickery to protect themselves and their KoboldSkills communities. This has given them a Kobold can use the following skills, with the reputation for being cunning and wicked, but chance of success shown opposite: a kobold ally is steadfast—those who can’t work as a team rarely last long. ► Find or remove treasure traps (TR): A roll is required to find a treasure trap and then Prime requisites: A kobold with at least 13 in another to remove it. This may be one prime requisite gains a 5% bonus to attempted only once per trap. experience. If both INT and DEX are 13 or higher, the kobold gets a +10% bonus. ► Hear noise (HN): In a quiet environment (e.g. not in combat), a kobold may attempt Backstab to listen at a door or to hear the sounds of something (e.g. a wandering monster) When attacking an unaware opponent from approaching. behind, a kobold receives a +4 bonus to hit and ► Hide in shadows (HS): Requires the kobold doubles any damage dealt. to be motionless—attacking or moving while hiding is not possible. Combat ► Move silently (MS): A kobold may attempt Kobolds can use leather armour, chainmail, to sneak past enemies unnoticed. and shields, but it must be tailored to their small size. Similarly, they can use any weapon ► Open locks (OL): Requires thieves’ tools appropriate to their stature (as determined by (see Equipment in OSE). A kobold can only the referee). They cannot use longbows or two- try this skill once per lock. If the roll fails, handed swords. the kobold may not try the same lock again before gaining an experience level. Kobold Level Progression SAVING THROWS Level XP HD THAC0 D W P B S 1 0 1d4 19 [0] 8 9 10 13 12 2 1,800 2d4 19 [0] 8 9 10 13 12 3 3,600 3d4 19 [0] 8 9 10 13 12 4 7,200 4d4 17 [+2] 6 7 8 10 10 5 14,400 5d4 17 [+2] 6 7 8 10 10 6 29,600 6d4 17 [+2] 6 7 8 10 10 7 59,200 7d4 14 [+5] 4 5 6 7 8 8 118,400 8d4 14 [+5] 4 5 6 7 8
THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
(Ascending AC attack bonus in []) P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
AfterReaching8thLevel Kobold Skills Chance of Success
Level TR HN HS MS OL A kobold may construct a stronghold that will attract kobolds seeking refuge and security 1 15 1–2 10 20 15 from far and wide. Kobolds typically live in 2 20 1–2 15 25 20 clans, so kobolds of the character’s clan will be attracted to this stronghold. Kobolds from 3 25 1–3 20 30 25 other clans will generally be friendly and clans 4 30 1–3 25 35 30 may collaborate in times of war or disaster. 5 40 1–3 30 40 35 A kobold ruler may only hire kobold 6 50 1–3 35 45 45 mercenaries. Specialists and retainers of any race may be hired, but this is very uncommon. 7 60 1–4 45 55 55 8 70 1–4 55 65 65 RollingSkillChecks All skills except hear noise are rolled on d%, with a result of less than or equal to the listed percentage indicating success. Hear noise is rolled on 1d6. If the roll is within the listed range of numbers, the skill succeeds.
Player Knowledge The referee should roll for hear noise, hide in shadows, and move silently on the player’s behalf, as the kobold does not immediately know if the attempt was successful.