Kobold
Size: About 3 to 4 feet tall
Weight: 15 to 20 pounds
COU 15 SGC 14 INT 15 CHA 15 DEX 12 AGI 13 CON 12 STR 8
LP 20 AE 100 KP - INI 14+1D6
DO 6 SPI 6 TOU 3 MOV 7
Unarmed: AT 10 PA 5 DP 1D6
RE short
PRO/ENC 0/0
Actions: 1
Advantages/Disadvantages: Negative Trait (Curiosity), True Name
Special Abilities: Feint II (Unarmed)
Skills: Body Control 8 (13/12/12), Climbing 3 (15/13/8), Commerce 5 (14/15/15), Empathy 8 (14/15/15), Fast-Talk 4 (15/15/15), Feat of Strength 0 (12/8/8), Intimidation 3 (15/15/15), Perception 10 (14/15/15), Self-Control 4 (15/15/12), Stealth 14 (15/15/13), Swimming 0 (13/12/8), Willpower 8 (15/15/15)
Spells: Axxeleratus 16 (14/15/12), Motoricus 12 (14/12/8), Visibili 12 (14/15/12), and others from Tradition (Kobold)
Number: 1, or 1D3+1 (kobold family; rare), or 1D6+6 (extended kobold family; very rare)
Size Category: small
Type: Supernatural Creature, humanoid
Loot: none
Combat Behavior: Kobolds do not fight physically, but they sometimes kick and bite. They know a surprising number of spells to avoid combat or transform it into a farce.
Escape: individual
Magical Lore (Magical Creatures) or Sphere Lore
(Beings from the Spheres)
- QL 1: Kobolds are fairy-like creatures that care only for mischief.
- QL 2: They steal children and leave their own spawn in their place. Stolen children turn to knaves in the fairy realm and keep as much mischief in mind as the kobolds.
- QL 3+: If you learn a kobold’s True Name, you gain power over it.
Special Rules
Immediate Magical Regeneration: Kobolds can absorb magic from their surroundings, and do so automatically when casting spells. At the end of each CR, they recover 1D6 AE automatically.
Publication:
Aventurian Bestiary, page 59