Difference between revisions of "Kobold (monster)"
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Revision as of 20:20, 24 March 2015
This page is about the monster. For the player race, see kobold.
kobold K | |
---|---|
HP | 2-5 |
HD | 1 |
XP | 1 |
Speed | 10 |
AC | 2 |
EV | 12 |
Will | 0 |
Attack1 | 4 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Normal |
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, darts, or blowguns, but they are only a threat to very low-level characters, the already injured, or if they happen to have very good branded weapons (not too uncommon an event). They lack any special abilities, but kobolds with darts of flame, frost, or exploding 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 kobolds to move into melee range with you, rather than firing needles or darts at you from a distance. They'll 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 these kobolds before they fire off all their ammunition, you can get early access to branded darts and needles this way. Even if you don't want them, it may be wise to pick up the worst of these (curare needles, for example) just to keep them out of the hands of wandering monsters.
- 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.