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|Size/Type:||Small Humanoid (Reptilian)|
|Hit Dice:||1/2 d8 (2 hp)|
|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 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|
|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)|
|Alignment:||Usually lawful evil|
|Advancement:||By character class|
CombatThey 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.
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