Kobold (monster)

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This page is about the various kobold monsters. For the player race, see kobold.

kobold KKobold.png
HP 2 to 5
HD 1
XP 2
Speed 10
AC 2
EV 12
Will 1
Attack1 4 (hit: plain)


Resistances none
Vulnerabilities none
Habitat land
Intelligence Normal
Uses Weapons & armour
Holiness Natural
Size Small
Type kobold, kobold
Flags Warm-blooded
Speaks
No one knows where kobolds originated. Some say they were the creation of an ancient demon-god, while others think they are household spirits gone bad. Kobolds look like small, greyish creatures with canine heads. Whatever their origin, this one is not happy to see you.

Useful Info

Kobolds are puny humanoid monsters commonly found on any floor of the Dungeon and some branches. They often carry whips, clubs, short swords, 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). Kobolds with darts of flame, frost, or exploding should not be underestimated early on.

Variant Kobold

You may encounter a hungry kobold in one particular kobold vault.

This kobold seems to be angry about having his meal interrupted.

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 the worst of these up just to keep them out of the hands of wandering monsters.
  • Kobolds leave poisonous corpses, and are an excellent source of potions of poison for stalkers.
  • 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.