Kobold (Dungeons & Dragons)
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Dungeons & Dragons creature | |
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Kobold | |
Alignment | Lawful Evil |
Type | Humanoid |
Subtype | Reptilian (originally Goblinoid) |
Source books | |
First appearance | |
Image | Wizards.com image |
Stats | OGL stats |
Kobolds are a fictional species featured In the Dungeons & Dragons roleplaying game. Aggressive, xenophobic, yet industrious small humanoid creatures, kobolds are noted for their skill at building traps and preparing ambushes. In the original Dungeons & Dragons game, Kobolds were considered goblinoids but they have been depicted as reptilian humanoids since the release of the first edition Advanced Dungeons & Dragons game.
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[edit] Ecology
In newer versions of the game, Kobolds are distantly related to dragons,[1] and are often found serving them as minions. Kobolds speak a version of draconic, with a yipping accent. In their original appearance in the canon, however, Kobolds are goblinoids and have their own distinct language, pantheon and culture. These early kobolds are often described as either rat- or dog-like.
In earlier editions of the game, there were also winged kobolds known as urds, who otherwise maintained separate societies from standard kobolds. These seem to have been replaced with a subset of Kobolds known as the Dragonwrought Kobolds, who occasionally have wings or other draconic qualities, and hold an elevated status in kobold society.
[edit] Environment
Kobolds are found in all climates and seem to prefer underground lairs. They are industrious miners and if left to their own devices can carve out massive tunnel complexes, which they rapidly fill to accomodate thanks to their rapid rate of reproduction.
[edit] Typical physical characteristics
Kobolds stand about 3' tall, with scaly hides, reptillian heads, and tails.
[edit] Alignment
Kobolds are usually lawful evil.
[edit] Society
Kobold society is influenced by their lawful evil alignment. They will plan and dig mines industriously, while laying cruel traps for interlopers. If they must confront an enemy, they will mass their troops for an ambush. Among the monstrous humanoids, they are known for cunning plans, unlike many they also share those plans among the tribe. General plans and goals are common knowledge, and detailed plans are shared with all who ask to allow them to work fruitfully for the good of the tribe.
Kobolds have specialized laborers, yet the majority of Kobolds are miners. Kobold prefer exile to execution, and in some disputes, Kobolds will split tribes in order to spread their kind over a larger region. Kobolds are also extremely fecund egg layers having the highest birth rate among humanoids and mature quickly, in 6 years. They often lay eggs in a common nest, with specialized foster parents to watch over the eggs and wyrmlings (young under 1 year).
[edit] Notable kobolds
- Deekin Scalesinger is a Kobold bard who is a NPC minion found in several of the expansions to Neverwinter Nights.[2] Deekin is a shopkeeper in Neverwinter Nights 2 as well.
- Kol XIV was the high doge of Kol in the Broken Lands region of the Mystara campaign setting. Born Constantin Diocletius, he inherited his rulership from his parents. As a skilled politician he prevented the domination of Kol by King Thar making Kol an ally of Thar's. After the Wrath of the Immortals he became the prince of New Kolland in Glantri, the first humanoid to become a prince in that country. Kol XIV is middle aged and stands at four and a half. He has a thin white mustache. Usually he wears a red toga and a crown made of fungi.
- Klobt-A-Lozn appeared in the AD&D first edition module In the Dungeons of the Slave Lords as the leader of a forgotten kobold tribe in the caverns below Drachen Keep, in the Pomarj region of the World of Greyhawk campaign setting.
- Meepo is a lycanthropic Kobold who shows up in a number of settings and contexts.[3], such as the set War of the Dragon Queen for Dungeons & Dragons Miniatures.
- "Tucker's kobolds," made legendary by an editorial in Dragon magazine, were an extremely brutal, clever, and nasty group of Kobolds encountered by Roger E Moore in a scenario developed by a dungeon master in Fort Bragg, North Carolina known as "Tucker."
[edit] Religion
The main deity of the Kobolds is Kurtulmak, the god of war and mining. The other main god worshipped by the Kobolds is Gaknulak the god of protection, stealth, trickery, and traps. A lesser-known Kobold demigod is Dakarnok.
[edit] Creative origins
The kobolds of Dungeons & Dragons share their name with Kobolds, a type of goblin or gnome in German folklore, but the creatures are otherwise unrelated.
[edit] Notes
- ^ Kestrel, Gwendolyn F.M., Wilkes, Jennifer Clarke, Liquette, Kolja Raven. Races of the Dragon (Wizards of the Coast, 2006).
- ^ Neverwinter Nights: Deekin's Big Adventure. Bioware. Retrieved on June 25, 2006.
- ^ Wiese, Robert. Meepo the Kobold Dragon-Keeper. Retrieved on June 25, 2006.
[edit] References
- Cook, David; et al. (1989). Monstrous Compendium Volume One. TSR.
- Greenwood, Ed (1995). "Elminster's Notebook". Dragon #216.
- Gygax, Gary (1977). Monster Manual. TSR.
- Heard, Bruce (1989). The Orcs of Thar. TSR.
- Kestrel, Gwendolyn F.M.; Wilkes, Jennifer Clarke; Liquette, Kolja Raven (2006). Races of the Dragon. Wizards of the Coast.
- Moore, Roger E. (1982). "The Humanoids". Dragon #63.
- Moore, Roger E. (1987). "Tucker's Kobolds". Dragon #127.
- Slavicsek, Bill (1993). The Complete Book of Humanoids. TSR.
- Smith, Mat (2005). "The Ecology of the Kobold". Dragon #332.
- Stewart, Doug, ed. (1994). Monstrous Manual. TSR.
- Williams, Skip; Jonathan Tweet; Monte Cook (2000). Monster Manual. Wizards of the Coast.
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