3e SRD:Kobold

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Size/Type: Small Humanoid (Reptilian)
Hit Dice: 1/2 d8 (2 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 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/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +0, Ref +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/Terrain: Any forest and underground
Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 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
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Kobolds speak Draconic with voices that sound like yapping dogs.


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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