My final request comes from
bygrinstow, whose Kobold write-up can be
found
here. There is, of
course, a kobold in the
Dungeon Crawl Classics core rulebook. In addition,
Sean
Ellis did an excellent kobold write-up in
Crawl #3. So, we do have a trio of
kobolds already. Well, a quartet, because the Pellas Troth in my own
The Black Goat are really kobolds reskinned using the excellent guides in
the
Dungeon
Crawl Classics rulebook.
Things like goblins and kobolds are, in some ways, more interesting
than the tarrasque because they actually show up in games. Repeatedly.
You can alter them in all sorts of ways to keep them interesting, but,
ultimately, games need more low-level fodder than high-level fodder. Even
higher-level games need low-level fodder to demonstrate just how cool the
higher-level PCs have become.
So then, here are three kobolds for your home games, one of which
is, as requested, “out there”.
Blood Diggers:
Init +1; Atk claw -2 melee (1d4-1); AC 11; HD 1d4; MV 20’ or dig 10’; Act 2d20;
SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
These small humanoid creatures are bright red in colour, with
enormous claws on hands and feet, like those of a mole. Their faces resemble
those of shrews, save they have fleshy “feelers” growing in a crown around
their heads, allowing them to feel their way while tunnelling. Blood diggers
are not normally dangerous, although they can attack with two claws if pressed.
They often will trade with nearby human settlements, but sometimes become
warlike, raiding afar mounted on giant forest pigs. There seems to be no
purpose to these periodic outbursts, for the blood diggers use them neither to
pillage or to expand their territory. Some sages speculate that the blood
diggers worship strange gods, or have made deals with eldritch patrons, that
require occasional bloodbaths.
Giant Forest Pig: Init +2; Atk bite +0 melee (1d3); AC 12; HD 2d6; MV 40’; Act 1d20;
SV Fort +4, Ref +1, Will -4; AL N.
This version of the humble kobold was devised by using the Variety
in Humanoids section (pp. 379-380 in the core rulebook), along
with a little bit of imagination. For those who are curious, the rolls were 9
on Table 9-1, 3 on Table 9-2, 19 on Table 9-3, and 4 on Table 9-4. You will
note that the actual stat block is changed very little – an extra Action Die
for the extra attack, a dig speed, and claws replace tiny swords as weapons
(but the damage is the same).
This is an easy way to add sparkle to the various humanoids in your
campaign world. You can still allow them to be called by the generic race name
(i.e., “green orcs”) or obscure their origins even farther (“the Foresters of
Qoy”).
Sometimes, though, you are creating a specific adventure, and you
have a niche to fill. Say, for example, that you want rooster-men to attack the
PCs in a 0-level funnel adventure. You could stat them up from scratch (pun!)
or you could build them out of the existing creatures (in this case, the
kobold), thusly:
Rooster-men:
Init +1; Atk peck or spur -2 melee (1d4-1); AC 11; HD 1d4; MV 20’; Act 1d20; SP
short flight, difficult to surprise, crow; SV Fort -2, Ref +0, Will -2; AL C.
These creatures are humanoid roosters, with clumsy “hands” growing
from the joint halfway along their wings. They attack with beaks or leg spurs,
both augmented by sharp metal blades supplied by the green dwarves and their
un-dead master.
Rooster-men can fly up to 20’ in a given round, but must use their
Action Die as well as their move to do so. They can only fly for 1 round before
landing, but can move at up to a 45 degree angle when flying (thus attaining
heights of up to 10’ without a rest). A rooster-man who is injured, but not
slain, if 50% likely to be unable to fly.
Because their eyes are not forward-facing, rooster-men are difficult
to surprise. If a rooster-man would otherwise be surprised, he is allowed a 1
in 5 chance to negate that surprise.
Finally, every rooster-man can crow once per day. Unlike the crowing
of a real rooster, which is harmful to the un-dead and other night spirits, the
crowing of a rooster-man actually bolsters the un-dead, healing each un-dead
creature within 100’ to a maximum of 1d5 hit points.
Finally, we turn to an “out there” concept:
Kobold from Dimension Zed:
Init +1; Atk probing instrument -2 melee (1d3 or more) or paralysis ray +1
ranged (paralysis); AC 11; HD 1d4; MV 20’; Act 1d20; SP infravision 100’, walk
through walls, probe weapon, paralysis, telepathy 100’; SV Fort -2, Ref +0,
Will +6; AL N.
These kobolds come from another dimension, where their silvery skin
and bulbous black eyes are the norm. They carry probing instruments which do
1d3 damage initially, but move up the dice chain to a maximum of 1d12 each round
during which a given character is hit. The weapons effectively probe the
weaknesses of characters, and then exploit them for increased damage. All the
weapons of a group are linked; if one increases damage, all do. This does not
transfer to other characters, but only to the character hit. The probing
weapons lose information after 1 hour, and must start from 1d3 damage again. Although
they can be used by non-kobolds, each time such a weapon is used, telepathic
feedback forces the wielder to make a DC 10 + damage done Will save or take Prs
damage equal to the damage done by the weapon.
These kobolds can also fire a psionic beam that paralyzes an
opponent for 1d5 minutes unless a DC 12 Fort save is successful. A creature that
makes the saving throw is immune to the beam for 24 hours, and each successful
save allows future saves against this effect to be made at a cumulative +2
bonus.
Through mental discipline, kobolds from Dimension Zed are able to
walk through mundane walls. It takes 1d3 rounds to walk through a typical
wooden wall, or 1d7 rounds to walk through a foot of stone. While a kobold is
walking through walls, it is out of phase with this dimension, and is immune to
all attacks except magic missiles and force attacks (such as from force manipulation).
Strange flashing and/or moving lights are often seen in the sky,
heralding the arrival of these kobolds from Dimension Zed to our own world. While
they communicate telepathically to each other with a range of 100’, they must
physically touch non-kobolds to communicate with them in this way. Kobolds from
Dimension Zed do not speak aloud. They have been known to kidnap creatures,
bringing them to Dimension Zed in order to dissect or otherwise experiment upon
them.