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Savage Worlds Free Bestiary - Savagepedia

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12.4. KOBOLD CHAPTER 12. K<br />

caught in the cloud must make a Vigor roll each round they’re inside or<br />

take a level of Fatigue. Those reduced below Incapacitated choke to death.<br />

12.4. Kobold<br />

These small (smaller even than goblins) cave dwellers look like a humanoid<br />

dog/lizard. They attack from hiding, striking quickly and moving away over<br />

and over, harrying their opponents to death.<br />

• Attributes: Agility d10, Smarts d4, Spirit d6, Strength d4, Vigor d6<br />

Skills: Climb d8, Fighting d4, Guts d4, Notice d6, Taunt d6, Shooting<br />

d8, Stealth d10, Throwing d8 Pace: 6 ; Parry: 4; Toughness: 4<br />

• Gear:<br />

– Blowgun: 5/10/20, 1d6 damage. With a raise on their Shooting<br />

roll, the blowgun dart hits the target in their least armored spot.<br />

The darts are typically poisoned; the target must make a Vigor<br />

check or take a level of Fatigue. This effect wears off after 1 hour.<br />

– Small Bow: 10/20/40, 2d4 damage.<br />

– Small Javelin: 3/6/12, Str+d4 damage. These are small, light<br />

throwing spears, useless in melee.<br />

• Special Abilities:<br />

– Cowardly: Kobolds will only initiate an attack when they outnumber<br />

their targets by at least 2- to-1. If they’re reduced to even<br />

odds, make a Spirit roll for them at –2 each round; failure means<br />

they run.<br />

– Cunning: Kobolds get a +2 to all their Stealth and Taunt rolls, so<br />

long as they outnumber their opponents.<br />

– Infravision: They halve all lighting penalties.<br />

– Size –1<br />

– Sprint: Kobolds can move extremely quickly when necessary;<br />

they roll a d10 for Running.<br />

85

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