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From Dogs to Dragons: Kobold Evolution
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<blockquote data-quote="pemerton" data-source="post: 7739424" data-attributes="member: 42582"><p>Here is the core of the spell description for cloudkill (PHB p 79):</p><p></p><p style="margin-left: 20px">This spell generates a billowing cloud of ghastly yellowish green vapors which is so toxic as to slay any creature with fewer than 4 + 1 hit dice, cause creatures with 4 + 1 to 5 + 1 hit dice to save versus poison at -4 on the dice roll, and creatures up to 6 hit dice (inclusive) to save verus poison normally or be slain by the cloud. The cloudkill moves away from the spell caster at 1" per round, rolling along the surface of the ground. A wind will cause it to alter course, but it will not move back towards its caster. A strong wind will break it up in 4 rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds, i.e. moving through such vegetation for 2". As the vapors are heavier than air, they will sink to the lowest level of the land, even pour down den or sinkhole openings; thus, it is ideal for slaying nests of giant ants, for example.</p><p></p><p>Given that the PCs were 6th to 12th level, only the lowest level among them are even vulnerable to cloudkill, and provided they stand behind or next to the MU they are safe from it (as it can be cast at 10' range, and will not move back towards its caster).</p><p></p><p>Just as it is ideal for slaying nests of giant ants, I reckon it would be pretty handy against a nest of kobolds.</p><p></p><p>Roger E Moore himself mentions that Tucker's kobolds were just regular kobolds; and in the DMG kobolds are limited to 5th level as clerics and 2nd level as MUs if multi-classed witch doctors; so I don't think the PCs have much to worry about from kobold cloudkill spells. Whereas obviously these kobolds have a lot to worry about from PC-cast cloudkills, being killed automatically by those spells.</p><p></p><p>I also don't see why the spell slots used on cloudkill are particularly precious. They're a renewable resource, and if all you're trying to do is destroy the kobolds so as to open up the first level of the dungeon for exploration and transit purposes, you don't care if it takes a few game weeks to do so.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7739424, member: 42582"] Here is the core of the spell description for cloudkill (PHB p 79): [indent]This spell generates a billowing cloud of ghastly yellowish green vapors which is so toxic as to slay any creature with fewer than 4 + 1 hit dice, cause creatures with 4 + 1 to 5 + 1 hit dice to save versus poison at -4 on the dice roll, and creatures up to 6 hit dice (inclusive) to save verus poison normally or be slain by the cloud. The cloudkill moves away from the spell caster at 1" per round, rolling along the surface of the ground. A wind will cause it to alter course, but it will not move back towards its caster. A strong wind will break it up in 4 rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds, i.e. moving through such vegetation for 2". As the vapors are heavier than air, they will sink to the lowest level of the land, even pour down den or sinkhole openings; thus, it is ideal for slaying nests of giant ants, for example.[/indent] Given that the PCs were 6th to 12th level, only the lowest level among them are even vulnerable to cloudkill, and provided they stand behind or next to the MU they are safe from it (as it can be cast at 10' range, and will not move back towards its caster). Just as it is ideal for slaying nests of giant ants, I reckon it would be pretty handy against a nest of kobolds. Roger E Moore himself mentions that Tucker's kobolds were just regular kobolds; and in the DMG kobolds are limited to 5th level as clerics and 2nd level as MUs if multi-classed witch doctors; so I don't think the PCs have much to worry about from kobold cloudkill spells. Whereas obviously these kobolds have a lot to worry about from PC-cast cloudkills, being killed automatically by those spells. I also don't see why the spell slots used on cloudkill are particularly precious. They're a renewable resource, and if all you're trying to do is destroy the kobolds so as to open up the first level of the dungeon for exploration and transit purposes, you don't care if it takes a few game weeks to do so. [/QUOTE]
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