Kobold That Walks, Round Two!


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As for the Kobold base, should you want some ideas with that. . .

DM said:

Picture a large, rocky hill*, with an abnormally smooth stretch of rock over part of the top. It looks as though there may be some small caves or crevices dotted around the rock.
Suddenly, part of the smoothed rock shimmers and rolls back leaving an opening perhaps 40ft square.** As you stand in shock, a massive, weasel-like thing flys up out of the opening, you can see what appear to be kobolds walking about on top of it. As you strain your eyes to make sure you're not hallucinating, a dull roar surrounds you, as sheets of arcane power engulf your position, coming from both the kobolds upon the weasel-esque flier, and from kobolds who have somehow managed to surround you, both on the ground and in the air.


Roll initiative. And pray for luck from the dice gods.

*Alright, maybe more of a small mountain.
**By way of stone shape.

What CR that is, I don't know. However, such an encounter would come near the end of the arc, after having tracked the kobolds down, fighting several groups of them, so the party would have leveled up once or twice by now probably, perhaps even having faced a Half-fiend Horrid Titanic Magebred Dire Weasel before.

The Titanic Striges are inside, having learned to not try to mess with the weasels, and a room or two in. The kobolds bypass the stirges by going through the walls or dimesion dooring past.

As for Odinbob's suggestion - "Why won't this kobold die?!" "Dunno, crap, there went Kenny." "Ah, my spleen!"
I would love to see the faces.

Chameleon Kobold Ninjas to make there climbing fu even more vicious.

Give almost every kobold a level in fighter, barbarian, hexblade, or ranger, probably not ranger though, to give them a few more HPs and to simulate their martial training from their mercenary ways.
 

Don't forget to think in terms of situational tactics and so forth. Kobalds are normally rather wimpy, so they learn to use sneaky tactics, traps and stuff. It can strain credibility if you have too many bad hombres in the kobalds, but if their lair is well designed that can make things quite a challenge anyway. And of course it's all worth a CR or two in itself.

One good trap setting Rogue and a well built lair could be a serious challenge.
 

Okay, the kobold berserker idea is hilarious. :p

Over 50% of the party is undead/construct, so a lot of things like con dam aren't really going to bother them (while being really nasty on those who are affected, since they will be preferentially targeted.) I realized this when I was making the kobold spellthieves - there's a bit of a problem getting sneak attacks in. It's probably not plausible for everyone to have razing strike.
 

Gravestrike, whether through multiclassing or item use.

Clerics Turn/Rebuke the undead.

Shatter the constructs, if crystalline (and the definition of that is up to you).

Mace of Smiting (crits destroy constructs).
Disruption weapons.
Vorpal weapons.
Sunblades.

Slaying arrows. On the Constructs and Undead. Even if their save bonuses are such that they fail only on a natural one, enough arrows being sprayed in their direction will make them plenty nervous.
The others are screwed from Con drain anyways.

They're evil, right?

Hallow and Consecrate effects.

Ravages/Afflictions from BoED.
 

OK, so, they have managed to penetrate the inner sanctum. The kobolds are LE, so I won't be using the exact tactics suggested, but this was a great help:

javcs said:
They're evil, right?

Hallow and Consecrate effects.

Ravages/Afflictions from BoED.

I have an Unhallow up with Dispel Magic vs. non-LE tied to it, as well as a magic circle vs. chaos up on the Kobold that Walks. Having decided that they might turn to Dispater for aid, they have a slightly modified iron golem on their side.
 

Back in '02, I created Klixxit as a joke for my story hour. He uses 3e rules instead of 3.5, but he's dreamy.

[sblock=Behold almighty Klixxit!]Klixxit, male ethereal psionic ghast half-troll negative-energy infused kobold Sor20: CR 27; Size S (3 ft., 6 in. tall); HD 22d12; hp 146; Init +3 (+3 Dex); Spd 30 ft.; AC 23 (+3 Dex, +1 Size, +9 Natural); Attack by weapon +17/+12/+7 melee, or +11/+6/+1 ranged or 2 claws +17 melee, 1 bite +12 melee; dmg claw 1d4+7, bite 1d4+3; SV Fort +6, Ref +9, Will +14; AL CE; Str 22, Dex 16, Con --, Int 16, Wis 14, Cha 25.

Languages Spoken: Draconic, Infernal, Undercommon.

Skill points: Sor 92
Skills and feats: Craft +9, Hide +14, Knowledge (arcana) +11, Listen +5, Move silently +14, Profession +2, Scry +20, Search +5, Spellcraft +26, Spot +2; Craft wondrous object, Empower spell, Enlarge spell, Heighten spell, Lightning reflexes, Scribe scroll, Toughness.

SA: Rend 2d4+9, psionics, spellcasting, paralysis, negative energy infusion, create spawn

SQ: Regeneration, undead, turn resistance, stench, manifestation

Possessions: 220,000 gp in gear.

Sorcerer Spells Known (6/7/7/7/7/6/6/6/6/6): 0th -- Arcane Mark, Detect Magic, Flare, Ghost Sound, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic. 1st -- Change Self, Chill Touch, Mage Armor, Magic Missile, Shield. 2nd -- Blindness/Deafness, Blur, Flaming Sphere, Knock, Melf's Acid Arrow. 3rd -- Dispel Magic, Fireball, Haste, Lightning Bolt. 4th -- Charm Monster, Emotion, Polymorph Other, Solid Fog. 5th -- Dream, Permanency, Summon Monster V, Teleport. 6th -- Acid Fog, Analyze Dweomer, Mass Suggestion. 7th -- Shadow Walk, Simulacrum, Teleport without Error. 8th -- Demand, Horrid Wilting, Mass Charm. 9th -- Energy Drain, Shapechange, Time Stop.

Psionic powers known: charm person

Special attacks

Rend (Ex): If Klixxit hits with both claw attacks, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+9 points of damage.

Paralysis (Ex): Those hit by Klixxit’s bite or claw attack must succeed at a Fortitude save (DC 28) or be paralyzed for 1d6+4 minutes Elves are not immune to his paralysis.

Negative energy infusion (Ex): Those hit by Klixxit’s bite or claw attack must succeed at a Fortitude save (DC 28) or suffer 2 negative levels per hit from the negative energy that has infused the kobold's being.

Create Spawn (Su): In most cases, Klixxit devours those he kills. From time to time, however, the bodies of his humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation.

Special qualities

Regeneration (Ex): Fire and acid deal normal damage to Klixxit. If he loses a limb or body part, the lost portion regrows in 3d6 minutes. He can reattach the severed member instantly by holding it to the stump.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Turn Resistance: Klixxit possesses +2 turn resistance.

Stench (Ex): The stink of death and corruption surrounding Klixxit is sickening. Those within 10 feet must succeed at a Fortitude save (DC 28) or be wracked with nausea, suffering a –2 circumstance penalty to all attacks, saves, and skill checks for 1d6+4 minutes.

Manifestation (Su): As an ethereal creature, Klixxit cannot affect or be affected by anything in the material world. When he manifests, he becomes visible but remains incorporeal. However, a manifested Klixxit can strike with his touch attack or a ghost touch weapon. A manifested Klixxit remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. When Klixxit is on the Ethereal Plane, his spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When he manifests, his spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. His touch spells don’t work on material targets.

Darkvision 60 ft.[/sblock]
 

For kobold dragon shamans, a nice little exploit is Entangling Exhalation (from either Races of the Dragon or Draconomicon, I think - can't remember which). As a kobold, you meet the prerequisites for the feat.

Essentially, the feat lets you choose to halve the damage dealt by your breath weapon, in return for entangling all creatures which take damage from it (when my kobold with an acidic breath weapon used it, I described him as keeping his snout shut and firing a cone of gooey acidic snot from his nostrils).

Where it synergises neatly with the Dragon Shaman is that if you put up the energy-resistance aura, you can fire the breath weapon into a mixed group with very little chance of affecting your own allies (basically, you'd have to roll particularly high damage) - so, nine times out of ten, the result is that your allies escape unscathed whilst your opponents take some damage and get entangled.
 

If you like a little over-the-top, how about this:

Huge Animated Object. It's like a large steel and wood golem, except that everything above the sternum is just a flat platform with parapets. It's basically a moving archer platform, but with arms that can defend itself. Plunk a spellcaster up there, and arm it with say, a ballista (think Medium Heavy Crossbow that can fire, say, a harpoon).

Or even worse, make it out of steel and stone, and the weapon on top is an Alchemist Fire thrower, like a fire hose.

Sure, it's comical and over the top, but hey. :)

For more realistic stuff: Kobolds riding ceiling-walking reptiles. Traps, traps and more traps. In the main Defend The Base chamber (large open area chamber that's a defensable position), have kobolds on ledges higher in the chamber. Except that there are only half as many archers as would appear: straw and paper mache kobold archers stand next to real kobolds. This way, unless they are targeted by an area effect spell, reduces the chances of getting hit.

Finally: Counterspells. A kobold sorcerer or two who specialize in cancelling out enemy mages' spells.
 

DITHERBOMBS! Kobold mining expolosives form RotD. What's better than Kobold grenidiers droping bombs through holes in the ceiling. Better yet, just use the explosives to colapse the ceiling on the party.
 

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