Difference between revisions of "Kobold (monster)"
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− | ''This page is about the monster. For the player race, see [[kobold]].'' | + | ''This page is about the monster. For the player race, see [[kobold]].''<br> |
− | + | {{list of|kobolds}} | |
− | + | {{monster info|kobold}} | |
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==Useful Info== | ==Useful Info== | ||
− | '''Kobolds''' are puny humanoid [[monster]]s which often carry [[whip]]s, [[club]]s, [[short sword]]s, [[dagger]]s, [[ | + | '''Kobolds''' are puny humanoid [[monster]]s which often carry [[whip]]s, [[club]]s, [[short sword]]s, [[dagger]]s, [[blowgun]]s 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 [[brand]]ed 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== | ==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 | + | *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 | + | *If you manage to kill a kobold before it fires off all its ammunition, you can get early access to needles. |
*Kobold [[vault]]s are not uncommon in the middle-Dungeon. These contain a horde of kobolds and [[big kobold]]s, 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]]. | *Kobold [[vault]]s are not uncommon in the middle-Dungeon. These contain a horde of kobolds and [[big kobold]]s, 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]]. | ||
[[Category:Kobold]] | [[Category:Kobold]] |
Revision as of 07:45, 13 January 2016
This page is about the monster. For the player race, see kobold.
For a list of all kobolds, see list of kobolds.
kobold K | |
---|---|
HP | 2-5 |
HD | 1 |
XP | 1 |
Speed | 10 |
AC | 2 |
EV | 12 |
Will | 0 |
Attack1 | 1 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Human |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Small |
Type | kobold, kobold |
Flags | Speaks Warm-blooded |
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.” |
Useful Info
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.