| Kobolds are small, greyish creatures with the looks and temperaments of feral dogs. No one knows for sure where kobolds come from, but ancient demon-gods, evil spirits, and meddling wizards have all been suggested as culprits.
“Kobolds are harmless.”
Kobolds are puny humanoid monsters which often carry whips, clubs, short swords, daggers, blowguns and occasionally a hand crossbow. They rarely pose a threat, except to very low-level characters or the already injured, but may do so if wielding very good branded weapons (not too uncommon an event). They lack any special abilities, but kobolds with blowguns should not be underestimated early on. They can be found on any floor of the Dungeon, and occasionally in the Vaults and the Sewers.
Tips and Tricks
- Hiding behind a corner or another monster will force a kobold to move into melee range with you, rather than firing needles or bolts at you from a distance. It will probably still manage to fire a few before you can get behind cover, but they're usually more manageable in melee.
- If you manage to kill a kobold before it fires off all its ammunition, you can get early access to needles.
- Kobold vaults are not uncommon in the middle-Dungeon. These contain a horde of kobolds and big kobolds, the latter of which should definitely be your first priority. Strong melee characters can hold them off one a time in a hallway, while casters should focus on taking out multiple foes at a time or confusing them into self-destruction with Mephitic Cloud.
- As they use to pick up any item as longs as you haven't seen it, don't ignore them: they could have something (jewellery, weapons, armour) you'd want to have found.