Kobold

Kobold

Kobold -
% In Lair: 40%
Dungeon Enc: Gang (4d4) / Lair (1 warband)
Wilderness Enc: Warband (1d6 gangs) / Village (1d10 warbands)
Alignment: Chaotic
Movement: 60’ (20’)
Armor Class: 2
Hit Dice: 1d4 hit points
Attacks: 1 (weapon)
Damage: 1d4 or weapon -1
Save: 0 level human
Morale: -2
Treasure Type: E (per warband)
XP: 5

Roll HP: dice: hit_dice
Morale: dice: [[Morale#^ACKS-Morale-Table]]
Hit AC: dice:1d20 - to_hit

Champion HP:dice: 1d8-1
Sub-Chieftan: dice: 1d8

Each kobold gang will be led by one champion with AC3, 1-1 Hit Die, and 4 hit points, dealing 1d6 points of damage per attack. Each kobold warband will be led by a sub-chieftain with 1 Hit Die and 8 hit points, capable of dealing 1d6 points of damage per attack. A kobold lair or village will be led by a chieftain with AC5, 2 Hit Dice, and 12 hit points. The chieftain will deal 1d8 damage per attack or by weapon with a +1 bonus to damage rolls. As long as the chieftain is alive, the kobolds will gain a +2 to morale rolls. Kobold lairs and villages will have females and young equal to 50% and 150% of the number of males, respectively, neither of which fight.