Kobold
Kobold
Monster, Well of Darkness
I - Rules
Distantly related to beastmen, kobolds are small and physically weak. Individually, they are cautious foes, but they attack viciously when their courage is bolstered by numbers. The most intelligent kobolds are known to devise cunning traps to protect their homes. They can be identified by the war paint they wear on their faces.
| Kobold | ![]() |
|||||
| Speed: | 3 | |||||
| Wounds: | 2 / 2 / 3 / 4 | |||||
| Armor: | 0 | |||||
| Attack: |
|
|||||
| Abilities: | Swarm | |||||
| Master Kobold | ||||||
| Speed: | 3 | |||||
| Wounds: | 3 / 3 / 4 / 5 | |||||
| Armor: | 1 | |||||
| Attack: |
|
|||||
| Abilities: | Swarm, Trickster | |||||
Road to Legend
Below are the statistics of Kobolds (Humanoid monsters) for the four levels of the Advanced Campaign.
Monster |
Level |
Speed |
Wounds |
Armor |
Attack |
Attack Dice |
Abilities |
|||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Kobold | Copper |
3 |
4 |
0 |
Melee |
Swarm. | ||||||||
| Kobold (master) | Copper |
3 |
5 |
1 |
Melee |
Swarm, Trickster 1. | ||||||||
| Kobold | Silver |
3 |
8 |
1 |
Melee |
Swarm. | ||||||||
| Kobold (master) | Silver |
3 |
9 |
2 |
Melee |
Swarm, Trickster 1. | ||||||||
| Kobold | Gold |
4 |
12 |
2 |
Melee |
Swarm. | ||||||||
| Kobold (master) | Gold |
4 |
13 |
3 |
Melee |
Swarm, Trickster 2. | ||||||||
| Kobold | Diamond |
4 |
16 |
3 |
Melee |
Swarm. | ||||||||
| Kobold (master) | Diamond |
4 |
17 |
4 |
Melee |
Swarm, Trickster 2. |
II - Tactics
Weakest of the weakest, Kobolds can still be useful cannon fodder for the overlord. Gathered, a bunch of them can block a corridor. Split up, they can stand on all chests, piles of coins and unactivated glyphs in the area. If the heroes don't pay them much attention, Kobolds can use their Swarm ability to gang up against a single figure, rolling up to 5 black power dice in vanilla Descent. The most useful ability, however, is the Trickster ability of the Master Kobolds. By playing the treachery card Kobold Horde and spawning the 3 red ones as far away as possible from the heroes, the overlord almost gains a permanent discount of 3 threat tokens per trap card. That means free Spiked Pits and cheap, cheap traps!
