Kobold

The kobold (occasionally cobold) is a sprite stemming from Germanic mythology and surviving into modern times in German folklore. Although usually invisible, a kobold can materialise in the form of an animal, fire, a human being, and a candle. The most common depictions of kobolds show them as humanlike figures the size of small children. Kobolds who live in human homes wear the clothing of peasants; those who live in mines are hunched and ugly; and kobolds who live on ships smoke pipes and wear sailor clothing. Legends tell of three major types of kobolds. Most commonly, the creatures are house spirits of ambivalent nature; while they sometimes perform domestic chores, they play malicious tricks if insulted or neglected. Another type of kobold haunts underground places, such as mines. A third kind of kobold, the Klabautermann, lives aboard ships and helps sailors. The kobold's origins are obscure. Sources equate the domestic kobold with creatures such as the English boggart, hobgoblin and pixy, the Scottish brownie, and the Scandinavian nisse or tomte; while they align the subterranean variety with the Norse dwarf and the Cornish knocker.

Aggressive, xenophobic, yet industrious small humanoid creatures, Kobolds are noted for their skill at building traps and preparing ambushes. Barely clearing 3 feet in height, kobolds have scaly hides that range from dark, rusty brown to a rusty black. They smell of damp dogs and stagnant water. Their eyes glow like a bright red spark and they have two small horns ranging from tan to white. Because of the kobolds’ fondness for wearing raggedy garb of red and orange, their non-prehensile rat-like tails, and their language (which sounds like small dogs yapping), these fell creatures are often not taken seriously. This is often a fatal mistake, for what they lack in size and strength they make up in ferocity and tenacity.

 

Species Name: Kobold, cobold, klabautermann

Type: Humanoid Reptilian

Physical Traits: Scaly, hairless hides, reptilian heads, and tails. Males are about three inches taller and ten pounds heavier than most females. Their hides are typically a rust-brown or reddish black colour, with ivory-coloured horns. Their eyes glow red, and they can see accurately even in lightless conditions up to 60 feet away. Kobolds are described as smelling like a cross between damp dogs and stagnant water. The scales covering their bodies are like that of an iguana or other large lizard. The scales that cover their tails are very fine, so that they resemble the naked tails of rats. Kobolds lose and gain new teeth throughout their lives, often saving and making necklaces from them.
Kobolds shed their skin about once a season, in patches, over the course of a week. They keep themselves well-groomed, regularly polishing their horns, claws, and teeth.

Height: 2-4' feet

Weight: 30-40lbs

Abilities: Nightvision up to 60 metres.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Kobolds are extremely fecund egg-layers, having the highest birth rate (and death rate) of all humanoid species. A female kobold will lay a clutch of hard-shelled eggs two weeks after fertilization; the eggs must be incubated for an additional 60 days before hatching. A pregnant kobold typically births four-to-five children, though smaller and larger letters are not unheard of.

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6 -1, MR: 3D6, HPs: CON +D4

Orbit/Climate: See Earth

Feeding Habits: Kobolds are omnivores with no scruples about what or who they eat. They can digest bark, dirt, leather, eggshells, or their own younger siblings if they're desperate enough.

Lifespan: 135 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. While they do bond with one another, they have no concept of monogamy. Kobolds have an extreme hatred for Gnomes, with whom they compete for the same areas and mining rights, as well as Pixies, Brownies, and Sprites. They are often at war with Goblins, and the numerous Kobold-Goblin wars help keep the populations of both races down to a manageable level. Kobolds are found in all climates, although as cold-blooded beings they must eat up to three times as much in colder climates.

They prefer dark, damp underground lairs and overgrown forests. They are industrious miners and if left to their own devices can carve out massive tunnel complexes, which they quickly fill to capacity thanks to their rapid rate of reproduction which would explain their use as cannon fodder enemies. Many Kobold lairs are guarded by boars or giant weasels. Their lairs are fluid, with new tunnels continually being excavated and old ones collapsed. Most lairs include a temple or shrine, a kiln, an egg hatchery, and a place for storing food. Larger ones also contain places for cultivating food and livestock. They will plan and dig mines industriously, while laying traps for interlopers. If they must confront an enemy, they will mass their troops for an ambush.

Among the monstrous humanoids, they are known for cunning plans; unlike many, they also share those plans among the tribe. General plans and goals are common knowledge, and detailed plans are shared with all who ask, to allow them to work fruitfully for the good of the tribe. Kobolds have a natural hatred of other non-draconic creatures because of mistreatment of their race. Kobolds have specialized labourers, yet the majority of kobolds are miners. The most coveted careers are trapmaker, sorcerer, caretaker, and warrior. Kobolds typically apprentice in their chosen profession at the age of three. A kobold's job may change over the years based on the needs of the tribe. Kobold tribes are gerontocracies, ruled by their eldest member, who is known as the All-Watcher. Often this leader is a powerful sorcerer. Kobold laws may change along with their leaders. Kobolds prefer exile to execution, and in some disputes, Kobolds tribes will split in order to spread their kind over a larger region. Kobolds often lay eggs in a common nest, with specialized foster parents to watch over the eggs (young under one year).

Kobold society is tribal with war bands based on clans. As many as ten families can be part of a clan. Each clan is responsible for patrolling a ten-mile radius. The most numerous kobold tribes include the Torturers, the Impalers, the Gougers, the Cripplers, and the Mutilators. The kobold approach to combat uses overwhelming odds or trickery. Kobolds will attack gnomes on sight, but will think twice about attacking humans, elves, or dwarves unless the kobolds outnumber them by at least two to one. They often hurl javelins and spears, preferring not to close until they see that their enemies have been weakened.
Kobolds attack in overwhelming waves. Should the kobolds be reduced to only a three to two ratio in their favour, they must make a morale check. Kobolds are wary of spellcasters and will aim for them when possible. This diminutive race also enjoys setting up concealed pits with spikes, crossbows, and other mechanical traps. They usually have view ports and murder holes near these traps so that they can pour flaming oil, missile weapons, or drop poisonous insects on their victims. Kobold war bands are armed with spiked clubs, axes, javelins, short swords and spears. Their shields are seldom metal, but are normally wood or wicker. Chiefs and guards tend to have the best weapons available.

Their society is tribal but can be further broken up into war bands based on specific clans. As many as 10 families can be part of a clan, and each clan usually is responsible for controlling the area in a 10 mile radius from the lair. However, despite their differences, the kobolds can come together with amazing alacrity to combat any intruders in the mountain. Though the various clans might take advantage of the distractions caused by invaders to better themselves, they will not press the advantage too far. They know that there is no point in bettering themselves at the price of losing the whole mountain.

At the top of the heap is the king. However, his power is only theoretical, obeyed by the clans when it suits them. The true power is in a council of kobold leaders, who make important decisions and pass them along to the king for ratification. If he disagrees with said policy, they ignore him and implement it anyway. The chieftains are not equal in power; those leading the more powerful clans naturally have a greater say in policies. Below the chieftains are the shamans and witch doctors, and below them are the general populace. The “under-kobolds” (as they are called by those above them), while downtrodden, are fiercely devoted to their leader, their tribe, their family, and the mountain, in that order. Though there are, of course, some exceptions, the normal kobold will sacrifice its life for the well-being of these.

Government: Tribal

Population: 4,123,640

 

 

Creating a Kobold character

Step 1: Attributes
Roll attributes as normal but CHA -1. Mana = INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +4, +4 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Kobolds gain all the following free;

Night Vision - The character can see in absolute darkness at up to 60ft.

Additionally Kobolds start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Agile 5 +1 AC
Increased Thac0 10 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Increased Thac0 II 10 +1 Thac0 with ranged weapons at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Natural Chameleon 5 Using this ability the Kobold can blend into and render himself nearly invisible in any mountainous or subterranean terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 
Natural Mana 10 +10 Mana at levels 3, 5, 8, 10, 14, 16, and 20.
Nature Heal 10 Whenever underground a Kobold can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought the Pixie may choose a new terrain.

Nature Survival 5 Due to a Kobold's extensive experience and training underground he gains +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.
Sense Hidden 5 Kobolds gains +1 per 5 INT to detect a hidden object, door, person, etc.
Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can only be used for smelling poison or impurities in food and beverage.
Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any but Shamans are favoured by magic welders.

 

Races