Friday, November 23, 2012

The Kobolds of Domikka

Kobolds of Domikka are Demons of the Earth. That is, they are not related to Goblins of the Woods, Dragons of the Air, or Giants of the Mountains. When they die, their bodies decompose fast into a smelly mound of earth or ash (or whatever form at the Game Master desires). They are at constant war with other races and each other.

They are humanoid with scaly skin of varying colors, with the most common being rust-red. Some have dog-like muzzles on their faces, others or more flat. All have small horns. Their tails end with a poisonous stinger (see below). The average kobold stands about three feet tall.

The appear to be sexless, even though they are known to rapidly reproduce. It is known that when two kobolds are introduced into an area, within a few weeks there might be fifty. Many will have congenital defects given such close inbreeding, but they will still be numerous and a major threat to all who venture into their territory.

Domikkan Kobolds are omnivorous, but prefer the meat of humanoids. In lean times, they will hunt and kill each other.

Signs of a Domikkan Kobold infestation include, but are not limited to: the theft of small items, cattle mutilations, the killing of small animals and pets, the vanishing of small children and infants, totems made from the bones of their victims, and the discovery of unexplained small tunnels and passages that are just big enough for a kobold to get through. In a dungeon or similar setting, kobolds cover the entrance to these tunnels with loose stones or other debris. They use these passages to achieve surprise 75% of the time.

They can see up to 60ft in the dark or low-light conditions. But they take a -2 to all attack rolls, damage rolls, saving throws, and other checks in bright sunlight.

Combat
Kobolds of Domikka avoid pitched combat if they can, preferring hit-and-run tactics and traps. They are fond of using snares, pits, and mechanical devices (like hidden crossbows) in defense of their lairs. They use horde tactics either as a last resort or against opponents who are isolated or otherwise in a weakened condition. Even then, they surround their prey, taunting the creature, wearing them down, before moving in for the kill.

They often fight with clubs, crude spears, daggers, or slings (1d4 damage each). Their leaders will the best weapons, perhaps a short sword wielded with both hands. They can also attack with their tail stinger. A stinger does but 1 point of damage. Once per day, though, a kobold can inject poison into a victim. The victim must successfully save or suffer an additional 1d4 points of damage and feel sickened for 1d3 turns. (-2 penalty on attack rolls, weapon damage rolls, saving throws, ability checks, and skill checks).

All Domikkan kobolds have the abilities of 1st level thieves, with a +30% racial bonus to Move Silently and Perform delicate tasks. This includes backstabbing for an extra 1d6 damage.

One of their favorite tactics is to run up behind a victim, steal a pouch or something else that appears small yet valuable, and then run away, with the hopes of luring the victim into an ambush or trap. Other times they will try to hamstring a large opponent. Two kobolds will sneak up behind a victim. On a successful hit (taking both weapon and backstab damage), the victim must also make saving throw. A failed roll means that the victim's movement has been reduced by half. If both legs have been hamstrung, the victim falls to the ground, and can only crawl. The pain is intense (treat as sickened, with the effects being stackable).

Society and Ecology
The average Domikkan Kobold tribe has roughly 20 to 100 members. Any tribe over 100 risks breaking down into two tribes as the strongest fight for power. For every 20 kobolds there is one leader (1 full HD) and two body guards (full hit points). For every fifty kobolds, one will have an additional class level (usually thief, but fighters are not uncommon).

Domikkan Kobolds are known to have a long lifespan if they survive the tribal violence in their early years. Those who reach 30 years often start developing class levels. Nobody knows how long kobolds live.

Rumors persist that the longer a kobold lives, the larger it grows. A few reports of kobolds the size of humans have survaced. Rarer still, are the accounts of kobolds the size of ogres living within the depths of the earth, ruling over thousands of kobolds in vast underground cave complexes.

Statistics (Using Sword & Wizardry rules)
Average Kobold of Domikka or "Domikkan Kobold"
Hit Dice: 1d4 hp
Armor Class: 4 [15] (scales and high dexterity]
Attacks: Weapon (1d6) and stinger (1 damage + poison)
Saving Throw: 18 (+2 bonus for saves that involve "dodging" because of high dexterity)
Special: poison - save or be sickened
Move: 9
Alignment: Chaos
Challenge Level/XP: 2/30


Domikkan Kobolds come in many different varieties because they breed so fast. Game Masters are encouraged to come up with variants of their own.




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