Two Killer Kobolds
I think Shadowdark is my new favorite game. I’m running it for a group of middle school students during our lunch/recess hour. So far, everyone says they’re having fun.
I’m also enjoying Fernando Salvaterra’s wonderful artwork. This time, I offer up two of his kobolds as monstrous NPCs. As always, I’ve used these pic with permission, and you should consider supporting Fernando via his Patreon.
Dalto the Daring
Gleaming armor and flashing blade! Dalto the Daring darts and jabs, barking strange quips in his native tongue.
AC 16 (chainmail), HP 17, ATK 1 Sharpsteel +6 (1d6+3), MV near, S +0, D +3, C +1, I +0, W -1, Ch +1, AL C, LV 3
Acrobatic Flourish. Move up to near and make a DC 12 Dexterity check.
- Success = Advantage on next melee attack this round
- Critical success = As success and +2 AC for one round
- Critical failure = Melee attacks against Dalto have advantage for one round
Dalto’s Sharpsteel. This +1 shortsword has the finesse quality. Dalto has weapon mastery with this blade.
Dodge. 1/day, an attack that would hit misses instead.
Moldo of the Evil Doll’s Head
Sinister and sibilant! Moldo commands dark magic and wields a hell-crafted staff to which he often speaks. When he listens, does he hear the doll’s head’s evil words?
AC 13 (leather), HP 18, ATK 1 +1 staff +4 (1d4) or 1 spell +3, MV near, S -1, D +2, C +0, I +1, W +1, Ch +3, AL C, LV 4
Dodge. 1/day, an attack that would hit misses instead.
Scorpion Sting (CHA Spell). DC 11. Near range, one target. 1d6 damage and target has disadvantage on next attack roll or check.
Sinister Distractions (CHA Spell). DC 13. Near range, one target. For 1d10 minutes, the target hears eerie noises and glimpses disturbing shapes that impose disadvantage on checks related to concentration and perception. A target with keen senses (e.g., a goblin) can be surprised normally while the spell is in effect. A successful Wisdom check by the target reduces the duration to 1d10 rounds.
Spider Swarm (CHA Spell). DC 12. A spider swarm appears within near. Stays 1d4 rounds. Follows sorcerer’s commands.
Staff of the Evil Doll’s Head. This +1 staff that enables a spellcaster to cast illusion (DC 13 Intelligence check). Moldo cannot use this ability; he doesn’t even know about it. On a critical failure with illusion, the staff summons a barbed devil that attempts to slay the staff’s user and then disappear with the staff.