bfrpg

bfrpg
Number appearing4d4, Wild 6d10, Lair 6d10
Armor class13 (11)
Move20' Unarmored 30'
Hit dice1d4 Hit Points
Treasure typeP, Q each; C in lair
Damage per attack1 weapon (1d4 or by weapon)
Morale6

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.

Source: Basic Fantasy Role-Playing Game. Attribution: Chris Gonnerman / Basic Fantasy Project. License: CC-BY-SA-4.0.

osric

osric
FrequencyUncommon
Number appearing40d10
Armor class7
Move60-ft
Hit dice1d4 hp
% in lair40%
Damage per attack1d4 or by weapon
Special attacksNone
Special defensesNone
Magic resistanceStandard
IntelligenceAverage (low)
AlignmentLawful evil
SizeSmall (3-ft tall)

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.

Source: OSRIC. Attribution: Stuart Marshall, with Matthew J. Finch / Black Blade Publishing. License: OGL-1.0a.