Kobold brigand
Version 0.14: This article may not be up to date for the latest stable release of Crawl.
big kobold K | |
---|---|
HP | 18-40 |
HD | 5 |
XP | 98 |
Speed | 10 |
AC | 3 |
EV | 12 |
Will | 20 |
Attack1 | 7 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Normal |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | kobold, big kobold |
Flags | Speaks Warm-blooded |
A kobold that is bigger and tougher than the ordinary kobold, and often armed.
“The Parts Septentrionall are with these Sp’ryts Much haunted.. About the places where they dig for Oare. The Greekes and Germans call them Cobali.” |
Useful Info
Big kobolds are much like their smaller cousins, only tougher, stronger, more likely to be found in packs, and often packing dangerous needles. They can be found in the middle Dungeon and the Sewers.
Variant Big kobold
One particular Sewer layout contains several big kobold necromancers. That particular layout has several pre-generated rat corpses and skeletons available for them to reanimate using Animate Dead.
A kobold that is not only bigger and smarter than most, but also a good deal more evil. Fortunately, from the looks of this place, it's unlikely it could get its grubby hands onto the corpse of anything dangerous. |
Tips & Tricks
- Low level characters should definitely try to force kobold packs into corridors to keep them from using their needles or surrounding you. If you can lure them into melee (and are strong enough in melee to deal with them), this may help you avoid death by curare.
- Should you encounter one of the kobold vaults in the Dungeon, expect to have to fight through about five or six big kobolds in addition to a dozen or so of their lesser brethren. Buffing yourself with Charms, Invocations, and/or a potion or two may be a good idea, especially if you're not built for pure melee combat. Fortunately, most such vaults open into a corridor that you can lure them into and thus fight them one at a time.
- Fragile spellcasters should use any crowd-control spells they have (Mephitic Cloud works, as do Freezing or Poisonous Cloud, if you've got the skill for them; take care not to hit yourself!). If you need to flee, teleporting away helps avoid the barrage of darts and needles you'll incur by just legging it.
- You can often trick big kobolds found in the Sewers into fighting from shallow water. This greatly reduces their melee combat skills if you're fighting from dry land (or if you're not penalized by fighting in shallow water).