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and move silently (50%)as a thief, and once per day they can blend their body temp. making them invisible to infravision. Deep Kobolds commonly employ blowguns that fire a dart tipped with a strong intoxicant (Equivalent of 10 drinks). When outside of thier lair they ware a pair of bucklers mounted with dagger like blades, called Sgeans. Sgeans allow a Deep Kobold to always have its weapons ready, while keeping its hands free for climbing. When encountered outside their lair for every 5 Deep Kobolds one will be a fighter 3rd level with the title of Deep Hunter. In a group of 10-20 one will be a fighter 4th level with the title of Deep Stalker. When a Deep Stalker is present, there is a 30% chance he will have a shaman 2nd level as an advisor. Inside a Deep Kobold Lair 90% of all warriors will use Sgeans and blowguns, while 10% will use blowguns and Drow made short swords obtained through trade (+2 to hit and damage). One in every twenty Deep Kobolds is a shaman 1st to 3rd level, for every ten shaman 1st to 3rd level one will be of 4th to 6th level. A tribe of Deep Kobolds will always be led by a fighter 8th level, with the title Deep Lord. He will be accompanied by a Shaman 7th level, and his 10 bodyguards, fighters 6th level. The hatchery will contain females equal to 50% of the tribe’s male population, 50-500 eggs, and non- combatant young equal to 50% of the adult population. Deep Kobolds are the most common followers of Deep Dragons, 30% of all Deep Kobolds encountered are in the direct employ of a Deep Dragon. Deep Kobolds have 120’ infravision, and receive a –3 to hit in bright light or daylight. Deep Kobolds have a 50% immunity to all poisons. Deep Kobold DESCRIPTION: Deep Kobold Because they have been mutated by the powers of Seskool, Deep Deep Kobolds resemble AKA: Shadow Fiendlings, Dark Kobold, Kobolds have draconic blood within their veins. This legacy has their more common King Kobold, Greater kobold, Black Kobold given the Deep Kobolds other powers to make them truly cousins, with a few HACKFACTOR: Seskool’s perfect minions. All Deep Kobolds are Draco variants exceptions. Their eyes EP VALUE: (see HoB Monster Matrix pg 26) and have the following are a luminescent pale CLIMATE/TERRAIN: Subterranean abilities: violet, and their horns a FREQUENCY: Rare glossy black. A Deep ORGANIZATION: Tribal -Gain +4 to all saving throws vs. fear effects Kobold’s hide is ACTIVITY CYCLE: Any -Darkness 10’ Radius (MU 2 except radius) thicker, and varies from DIET: Omnivore - Invisibility (MU 2) a dark maroon to bright - Spider Climb (MU 1) INTELLIGENCE: Very to Highly (11-14) purple. Deep Kobolds have wider more ALIGNMENT: Lawful or Chaotic evil All spell-like abilities can be used three times a day. splayed hands and feet NO. APPEARING: 10-40 or 50-500 than common Kobolds. SIZE: M (4’ tall) Also, due to developing in the extremely harsh environs of the Their fingers and toes MOVEMENT: 12” or 9” Cl NetherDeep, all Deep Kobolds are feral variants and statistics end in wide sticky pads, PSIONIC ABILITY: Nil reflect those abilities (see HoB Monster Matrix pg 18). similar to those of a Attack/Defense Modes: Nil/Nil subterranean lizard, MORALE: Daring 16 HABIT/SOCIETY: Deep Kobolds are one of the most prolific allowing them to move ARMOR CLASS: 1 species in all the Netherdeep. They are also one of the weakest. on all fours over any NO. OF ATTACKS: 2 or 1 This has led to the Common practice of a Deep Kobold Tribe solid surface. Deep attempting to ally itself with the 2nd most powerful race in that DAMAGE/ATTACK: 2-8 +6 or by weapon Kobolds dress in loose particular area of the Netherdeep, with the hope that their SPECIAL ATTACKS: See below fitting non-restrictive numbers will tip the balance in their ally’s favor. Thus making clothing of gray or SPECIAL DEFENSES: See below the Deep Kobolds an indispensable ally. Fully 30% of all Deep black. They also are at MAGIC RESISTANCE: 25%+1 per HD Kobold tribes serve a Deep Dragon, as they are unfit pry for any least a foot taller than HIT DICE: 3+1 but hatchlings. Sixteen tribes serve the Great Wyrm De’Rubna. their lesser cousins (+1 Deep Dragons are revered as the embodiment of their Gawd to damage) and relish in their superiority to them. Seskool (The Hunter in the Deep); both races worship him in their own fashion. Their natural poison resistance has led many COMBAT/ TACTICS: When encountered in the Netherdeep tribes to raise the more deadly Netherdeep breeds of spiders, Deep Kobolds will be moving or hiding along the ceiling or training them as pets, or guard spiders. Half of these spiders walls of a passage. They have a 65% chance to hide in shadows (usually the runts) are traded to the Drow in exchange for Drow wrought short swords.
ECOLIGY: Deep Kobolds are reptilian, and hatch from eggs, the clutch room is usually the most heavily guarded section of their lair. It is not uncommon for a Deep Dragon to lay its own eggs in a Deep Kobold Clutch chamber, secure that it’s eggs will be guarded as reverently as if they were their own.
YIELD: Medicinal: Fresh Deep Kobold blood can be used as an anti-venom for most forms of poison, with a 10% chance to contract a random disease. Spell Components: Deep Kobold eyes can be used to cast a double duration infravision spell. Hide/Trophy Items: Nil Treasure: O (Z in lair) Other: Deep Kobold horns can be ground into ink that has 50% less chance of running or smudging when exposed to water.