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These small (smaller even than goblins) cave dwellers look like a humanoid dog/lizard. They attack from hiding, striking quickly and moving away over and over, harrying their opponents to death.
: Agility d10, Smarts d4, Spirit d6, Strength d4, Vigor d6
: Climb d8, Fighting d4, Guts d4, Notice d6, Taunt d6, Shooting d8, Stealth d10, Throwing d8
: 5/10/20, 1d6. With a raise on their Shooting roll, the blowgun dart hits the target in their least armored spot. The darts are typically poisoned; the target must make a Vigor check or take a level of Fatigue. This effect wears off after 1 hour.
: 3/6/12, Str+1. These are small, light throwing spears, useless in melee.
: 10/20/40, 2d4.
: Kobolds will only initiate an attack when they outnumber their targets by at least 2-to-1. If they’re reduced to even odds, make a Spirit roll for them at -2 each round; failure means they run.
: Kobolds get a +2 to all their Stealth and Taunt rolls, so long as they outnumber their opponents.
: They halve all lighting penalties.
: Kobolds can move extremely quickly when necessary; they roll a d10 for Running.
Original source from Butch Curry,
. Used by permission. Image from The
Monster Manual v.3.5
(Wizards of the Coast). Used without permission.
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