Inferno Unleashed: Exploring Red Dragons in Dungeons and Dragons

Introduction: Within the expansive world of Dungeons and Dragons, where mythical creatures reign supreme, few ignite fear and awe like red dragons. These formidable beings embody the fury of fire and the insatiable thirst for power, leaving adventurers and storytellers in a state of trepidation. In this blog post, we embark on a thrilling journey to uncover the lore, awe-inspiring abilities, and strategic encounters surrounding red dragons. Join us as we delve into the secrets of these iconic creatures and offer insights on incorporating them into your tabletop adventures.

  1. Origins and Lore: Red dragons, born from the heart of molten volcanoes, are revered for their raw power, insatiable greed, and dominance over fire. Dive into the captivating lore surrounding red dragons, exploring their connections to ancient dragon gods, their relentless pursuit of hoarding treasures, and their tyrannical rule over their domains. Discover how their existence intertwines with tales of cataclysmic events, ancient prophecies, and the eternal struggle for dominance.
  2. Physical Characteristics: Adorned with scales as crimson as a blazing inferno, red dragons possess a fearsome and awe-inspiring presence. Delve into the distinct physical features that set them apart from other dragon types, such as their massive size, muscular build, and the searing heat that radiates from their bodies. Learn about their sharp claws, formidable jaws, and the terrifying roar that sends tremors through the hearts of their adversaries.
  3. Breath of Fire: One of the most devastating abilities possessed by red dragons is their breath weapon: a torrent of scorching flames. Understand the mechanics behind this destructive attack, which engulfs enemies in an inferno and reduces even the sturdiest structures to smoldering ruins. Discover strategies for adventurers to mitigate the damage or exploit weaknesses in the dragon’s defenses.
  4. Tyranny and Dominance: Red dragons are renowned for their dominance, aggression, and insatiable greed. Uncover their strategic approach to combat and their desire to conquer and control. Explore ways to role-play these majestic creatures, from engaging in fierce aerial battles to employing fear tactics and demanding homage from those who dare to challenge their authority.
  5. Lair and Hoard: Step into the lair of the red dragon—a domain forged within the heart of treacherous mountains or nestled within cavernous depths. Learn about the intimidating architecture that graces their abodes, from caverns adorned with molten gold to chambers filled with ancient artifacts and trophies. Explore the nature of the treasures coveted by red dragons, from vast hordes of wealth to legendary weapons and artifacts infused with the power of fire.
  6. Adventure Hooks and Encounters: Immerse your D&D campaign in the presence of red dragons by incorporating thrilling adventure hooks and engaging encounters. Discover how to involve these fearsome creatures as powerful adversaries, from quests to slay the dragon and reclaim stolen treasures to desperate alliances formed to withstand their fiery onslaught. Create opportunities for characters to face their deepest fears, confront moral dilemmas, and strategize to outwit the red dragon’s overwhelming power.

Conclusion: Red dragons stand as towering and formidable figures within the expansive world of Dungeons and Dragons. Their fiery origins, devastating abilities, and insatiable greed make them unforgettable adversaries for players and dungeon masters alike. By delving into their lore, understanding their distinct traits, and crafting captivating encounters, you can weave a tale that will challenge and awe your adventuring party. Embrace the fury of fire and let the red dragons unleash their inferno upon your D&D campaign, leaving a trail of destruction, greed, and legends in their wake.

Want to have an epic battle between your player characters and a red dragon using miniatures? Here are some options for miniatures you could use:

Manticores in Dungeons and Dragons

Manticores were introduced to the game in Original Dungeons and Dragons in the second book entitled Monsters and Treasure in 1974. Of course, Manticores have existed, in Persion mythology far longer than Dungeons and Dragons has been around. in 222 AD Claudius Aelianus (usually referred to as Aelian) wrote a work called “The Characteristics of Animals” which had a detailed section on the Manticore. He describes a four legged creature with the face of a man and the feet and claws of a lion with a tail that is full of stings. These stings can be fired like arrows.

Manticores have a taste for human flesh

Manticores in Original Dungeons and Dragons

Original Dungeons and Dragons refers to the Manticore as a lion bodied beast . It is huge and has a mans face. It also has dragon wings and a tail full of iron spikes. It has 24 of these spikes and six can be fired at one time with the accuracy of a crossbow. It’s favorite target is man.

From one to four could be encountered at one time. Twenty five percent of the time it would be encountered in a lair. It had 6+1 hit dice and an armor class of 4. The creature could move 12/18 (walking/flying) feet in a round.

The tail spikes of the Manticore are made of iron

The Manticore in Dungeons and Dragons 1st Edition

The statistics for the Manticore from Original Dungeons and Dragons to 1st Edition changed very little. It has 6+3 hit dice but the same armor class of 4. The numbers that could be encountered stayed the same but the percentage chance to find them in lair dropped to 20%. It now had three attacks per round. It could still fire a volley of six spikes for 1D6 damage per spike. It could fire four such volleys.

First edition, however, states that the Manticore prefers dismal lairs. They are typically found in caves or underground. They live in all climates but seem to prefer warm places more than cold. When encountered outside of their lair they are usually hunting for human victims.

The face of the Manticore is almost human

Manticores in Dungeons and Dragons 5th Edition

Fifth Edition states that the Manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. They are fierce predators and hunt wide distances for prey. They will work cooperatively (with others of their kind) to take down dangerous enemies. They will even share their meal when the kill is over. When outnumbered, or in danger, it will use it’s wings and fight from the air. It will fire it’s volley of spikes until it’s supply of them has run out.

Manticores enjoy the hunt. And their favorite prey is man

The Fifth Edition version of the Manticore likes to smack talk it’s foes. It will converse with foes and may even offer to kill them swiftly if they beg for their lives. Unlike the early edition Manticores the Fifth Edition variety might even spare a victim if it sees a profit in doing so. The Fifth Edition variety may also work cooperatively with other creatures.

If you do not want to become the Manticore’s next meal then avoid dismal places where they lair

The Manticore competes with other aerial creatures for territory. The possible competitors might include:

  • Chimeras
  • Perytons
  • Griffons
  • Wyverns
  • Dragons

The Manticore in Fifth Edition has an armor class of 14 and 68 hit points (8D10+24). It moves 30 feet per turn on land and can fly 50 feet in the same amount of time. It speaks the common tongue. It has darkvision up to 60 feet. It makes three attacks in a round. Two of these attacks are claws and the third is a bite attack. Like the earlier versions it can fire volleys of spikes from the tail. It can fire these at one target.

A Manticore is a danger foe for a party….and two is even more dangerous

Tactics of the Manticore in Dungeons and Dragons

As the Manticore is a creature capable of flying it will use this ability to it’s advantage when possible. It can fire it’s spikes from a great distance away and since this volley does a lot of damage (especially in the earlier editions) this seems like a logical choice for the creature. It can fire four of these volleys so why not do so at a safe distance?

Manticores are not very bright. But they are not totally without cunning. They are certainly aware of danger. And they definitely understand their own strengths. They will probably not, however, be very discriminating in their targets. A smarter creature might want to eliminate the source of that magic that is harming them before hitting that thief cowering in the shadows. But the Manticore might attack that thief first if it has a mind to.

The Fifth Edition version of the Manticore has darkvision. It’s earlier edition counterparts did not. So the 5E version may use this ability to ambush victims in the dark.

The wings of a Manticore are those of a dragon

Manticores in Dungeons and Dragons are a classic encounter

As the Manticore is a creature based upon mythology they are widely known beyond the game of Dungeons and Dragons. This makes them a classic encounter as even new players are likely to have heard of them. An encounter with one of these creatures is likely to be memorable. A Manticore is capable of doing quite a bit of damage to a party of adventurers. It is likely to be an epic battle long remembered.

The body of the Manticore is like that of a lion

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Manticores are a flying creature and should be treated as such by the Dungeon Master who uses them

The Eye of Fear and Flame in Dungeons and Dragons

The Eye of Fear and Flame in Dungeons and Dragons is a monster unlike most that I have written about. This one did not exist in many of the editions of Dungeons and Dragons. It was introduced in Advanced Dungeons and Dragons 1st Edition in the Fiend Folio. The Fiend Folio was a different collection of monsters than those of the Monster Manual or Monster Manual II. Many of the creatures were reader submissions from White Dwarf magazine. These readers were mostly from the United Kingdom.

It is best not to make the creature reveal itself. Doing so can be painful

The Eye of Fear and Flame in Dungeons and Dragons 1st Edition

This was an unusual creature. It had the appearance of a skeleton or lich. It always wore a hooded robe keeping it’s face hidden until it was time to show it. The creature is an agent of chaos. It’s purpose is to wander and command individuals to do acts of evil.

The Eye of Fear and Flame is evil. It has the innate power to know the alignment of anyone it meets. It also has the power to speak all alignment languages. It will use these powers to find lawful or lawful/neutral parties and individuals and then demand that they perform some evil act. The act can vary but it will always be an act of evil. If the creature is refused then it will throw back it’s hood revealing a bare skull with a red jewel in one eye socket and a black one in the other.

A magazine rendition of the Eye of Fear and flame

These jewels are the weapons of the Eye of Fear and Flame. The red gem unleashes a 12 hit dice fireball every three melee rounds. The black gem acts as a wand of fear every round. These gems are worth 1000 to 2000 gold pieces each when removed from this skull or when the creature is killed.

The creature is a powerful adversary. A 12 hit die fireball is enough to wipe out most parties that are not high level. If the creature survives more than a few rounds it will likely do a great deal of damage to even a high level party. The creature has 12 hit dice and an armor class of only 2.

The Eye of Fear and Flame has the ability to transfer itself to the ethereal plane if things are going badly for it in combat. It takes two melee rounds to do so. It has no means to fight hand to hand so the two gems are critical to it’s success in combat. But casting a blindness or power word blind on the creature will have disastrous results. Both spells will be reflected back at the caster if these are cast upon the black gem.

It is said that chaotic evil gods created this creature for the destruction of lawfuls. But some believe that lawful/neutral gods created these in order to test. No one knows the truth. It is rumored that only twenty of these creatures exist.

The red gem eye casts a fireball. The black one casts a fear spell

History of the Eye of Fear and Flame in Dungeons and Dragons

After 1st Edition the creature disappeared for a long time. Finally it reappeared in the Book of Vile Darkness for 3rd edition in 2002. Later a version was offered for 4th Edition in an article in Dragon #364. Fifth Edition has no “official” version of the creature but there are some homebrewed ones being offered on the net. I will link some of those here so that you can get some idea of what it might look like for 5th edition play:

The gem eyes are valuable…..but taking them may not be easy

Placement of the Eye of Fear and Flame in Dungeons and Dragons

Okay. So now that we know the stats and the history just how do we place such a creature in our campaigns? Clearly this is not the sort of thing that one bumps into in town. It is probably not even the sort of thing one places as a boss monster in a dungeon. These creatures are searching the land for lawful or lawful neutral people to influence into doing evil acts. So clearly someone in the party that encounters this creature should be lawful. Otherwise the creature would probably not be interested in interacting with them. As it knows the alignments of everyone it meets it will instantly know that no one in the group is lawful.

Could it be a wandering monster on the roads to and from an adventure? That seems like a good possibility. It could be encountered during an adventure as a random encounter in some high level adventure or on some very deep level of a dungeon. And perhaps, since it has the ability to visit the ethereal plane, then it could be encountered there too.

And suppose the lawful person actually agrees and performs the evil act commanded? What then? The Fiend Folio does not say. It would seem logical that a deity might be upset when a character acts out of alignment. But what if the character is not a cleric or paladin or one of those classes where alignment dictates the abilities? Would there be any penalty at all for just doing what the creature asks? Obviously most players would want to fight the creature and would refuse. But some might not. The Dungeon Master placing this creature in an adventure should consider this possibility before it comes up in play.

This skeletal creature could easily be mistaken for a Lich or a Crypt Thing

The Eye of Fear and Flame in Dungeons and Dragons is an interesting creature

The creature is a bit of a mystery. It hides it’s identity with a hood and reveals itself only when it’s demands are refused. Who created them and their real purpose are unknown. They are a dangerous magical creature that can challenge high level parties. Use them with care.

When it reveals it’s face it unleashes a fireball and adventurers often flee from the fear spell cast by the other eye

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It always wears a hooded robe so that it can hide it’s identity until it is time to show itself

Shriekers in Dungeons and Dragons

Shriekers are a classic creature in Dungeons and Dragons. They are seemingly harmless mushrooms growing underground. They can range in size from small to large. They come in a variety of colors. Many may look similar but some may look very different. When they are encountered by parties of adventurers these mushrooms do not seem to cause any concern. Why would they? They are just mushrooms right?

And then they begin wailing. Everyone and everything in the dungeon now knows that you are there and exactly where to find you!

The Vegiepygmies in S3 Expedition to the Barrier Peaks hung out with these guys

Shriekers in Dungeons and Dragons 1st Edition

I went back and scoured the original Dungeons and Dragons booklets and could find no reference to them. This surprised me. I expected to find them in the original version of the game. But I could find no reference to them. It is possible, I suppose, that it might have appeared in one of the periodicals of the time. But the earliest version that I have found so far is in the 1st Edition Monster Manual.

Many of the monsters in the Monster Manual did come from OD&D. But the Monster Manual did add quite a few new ones.

The Shrieker is basically an alarm system for dungeons. They are harmless on their own but they are a popular delicacy. Some creatures find the Shrieker as a favorite source of food. When they hear the wailing of the Shrieker they will immediately rush to the sound of them. The Shambling Mound loves to eat Shrieker and will virtually never pass up an opportunity to find them. This makes an excellent combination in a cavern system where both might be found. Purple worms are also known to love Shriekers.

The First Edition Shrieker is capable of movement. But movement is very slow. They have only a few hit dice and are easy to kill as they do not fight back in any way. It is their wailing that makes them a danger.

Shriekers live in dark places. Caves are a likely place to find them. They are mindless creatures that a normally quiet. They only begin their wailing when they sense movement or light in close proximity.

Shriekers emit a powerful shriek that can bring enemies running to investigate and can also give you a head ache

Shriekers in Dungeons and Dragons 5th Edition

The Shrieker is one example where 1st and 5th Edition work very much the same. The creature is still basically a dungeon alarm system. Shriekers have only a few hit points and are quite easy to hit.

They can only see out to about 30 feet. Beyond this range they are virtually blind. When they are motionless one can not easily tell that there is a danger from them. They seem like a normal mushroom. When light or movement draws their attention, however, the wailing begins. The Shrieks of the creature can be heard up to 300 feet away. And this draws other creatures to the area to investigate.

Shriekers and Violet Fungi look very similar and can sometimes be found together

Placing a Shrieker in Dungeons and Dragons

A Dungeon Master deciding to place a Shrieker in an adventure has some decisions to make. Is the creature going to be found alone? Is it going to be found in conjunction with other creatures? Is it used as an alarm or a trap?

It is certainly possible for adventurers to find a patch of Shriekers in a cavern system somewhere alone. But more likely, than not, other creatures will be lurking nearby. Purple Worms and Shambling Mounds love them for food and will come running when they hear one. But other, more intelligent creatures, may use them with a purpose. Humanoids such as goblins, orcs, or bugbears might allow these creatures to live nearby so as to give them an alarm when intruders are near.

They can also be the stuff of dirty tricks. In the First Edition Dungeon Master’s Guide Gary Gygax has an entry on page 217 for some Shriekers surrounding a pedestal. Presumably the pedestal has something interesting on it. Some treasure perhaps may rest upon it. But these are not ordinary Shriekers. For these are covered in Yellow Mold. Striking the Shriekers will release the mold spores everywhere in the cave. Not doing so, however, may result in dangerous creatures coming to investigate.

As Shriekers prefer dark places it is not likely that they will be found in a lighted room. As they Shriek whenever they sense movement or light it is likely that they will be found in cavernous places and away from busy places.

Pairing them with dangerous encounters nearby is a good way to test your players intelligence and strategies. Those who rush in foolhardily will pay a dear price when they bring that purple worm nearby upon them.

Shriekers are known to sometimes live among Violet Fungi. This is a dangerous combination as the Violet Fungi strongly resemble the Shrieker. But instead, the Violet Fungi, has branches which flail out an anything that passes within a few feet of it. The touch of this creature causes flesh to rot. Naturally the Shrieker is immune to this.

But taking this a step further there are other potential things that might ignore a Shrieker and which a Shrieker might also ignore in a dungeon. These things might live together in some sort of symbiotic relationship. Some things that come to mind:

  • Any type of mold or fungus
  • Myconids
  • Gas Spores
  • Any intelligent or semi-intelligent creatures that want an alarm system
  • Small bird like creatures such as stirges or bats
  • And creatures that might farm these things for the food value (even if they are not intelligent)
Sometimes Gas Spores have also been known to hang out near Shriekers. This could prove quite dangerous

Shriekers are a Classic Creature in Dungeons and Dragons

Both low level and high level adventurers can encounter them. And either could find them dangerous if placed properly to attract the attention of creatures that are truly dangerous. This is the kind of creature that gives an old school flavor even to a later edition version of Dungeons and Dragons.

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Shriekers look very much like other forms of Fungi

Death Knights in Dungeons and Dragons

Death Knights make their first appearance in Dungeons and Dragons in the 1st Edition Fiend Folio for Advanced Dungeons and Dragons. The Fiend Folio had some controversy when it came out. Some of the early Dungeons and Dragons writers were not happy with certain aspects of the book. Ed Greenwood criticized the book in the Dragon magazine. Gary Gygax also criticized the book over errors that it made. A spell (advanced illusion), which had not yet been published in any other TSR work, was mentioned in the Fiend Folio. The writers also did the same thing with a magic item (Philosopher’s Stone). And there were apparently some mistakes in the random encounter tables.

There was also a great deal of criticism about the brevity of monster descriptions in the Fiend Folio as compared with the Monster Manual. Some felt that the book needed more work before publication.

The Death Knight is a fallen paladin

Most of the material for the Fiend Folio came from the Fiend Factory. This was a department of the White Dwarf magazine. The highest rated creatures were published in the book. White Dwarf was a British gaming magazine that covered fantasy gaming as well as other similar genres.

There were a lot of goofy monsters in the Fiend Folio. Many of the creatures were cross breeds of other creatures from earlier books. And a few were historical or mythological additions. There were also some really interesting monsters in the Fiend Folio,. One of my favorites is the Death Knight.

The Death Knight usually wields a sword in combat

Death Knights in Dungeons and Dragons 1st Edition

The 1st Edition Death Knight may be one of those creatures that Gary and company felt had too short of a description. There were three paragraphs describing it. One of those paragraphs was one sentence long.

But the image of the Death Knight printed in the Fiend Folio spoke volumes about it. It looked much like my favorite monster…..the Lich. The Death Knight is like a Lich version of a fighter. It is a very powerful warrior but also has some terrible magical powers as well.

The Death Knight does not have to use a sword in combat but often does

There were only twelve of these creatures. In some sense, I suppose, one might think this was a rip off of the Nazgul in Lord of the Rings. It probably is. But these are not exactly Nazgul. They are not ring wraiths. They are not former kings. These are former human paladins (note in 1st Edition a paladin could only be human). In a sense these were the original Anti-Paladin.

Death Knights were created by a demon prince. Demogorgon is the primary suspect. Presumably he did so before making his theatrical debut on Stranger Things. Unlike other forms of undead these cannot be turned or controlled by a cleric using their holy symbol. I find this rather interesting. Because a Lich can be turned. They, themselves, can control undead as if they were a 6th level (evil) cleric. While they cannot be turned, they can be affected, by a holy word.

The Fifth Edition Death Knight has pinpoints of light for eyes

One powerful ability of the creature which is truly unique is it’s powerful resistance to magic. It has a 75% resistance to all spells or magic. But if it rolls 11 or lower on the percentage roll then the spell is reflected towards the caster.

They are powerful warriors. They have strength of 18(00). In 1st Edition this strength is nearly superhuman. It is the same strength as an Ogre. One with such strength gains a +3 advantage to attack rolls and a +6 advantage to damage rolls. They almost always fight with a sword. And eighty percent of the time this sword will be magical. They are often encountered mounted on a Nightmare.

Death Knights are often mounted on a Nightmare

But some of the most powerful, and dangerous, powers of the Death Knight are magical. It always generates a fear radius. It also has the following spell like abilities:

  • Create a wall of ice at will
  • Detect magic at will
  • Detect invisibility at will
  • Dispel magic twice daily
  • Gate in a demon twice daily: Type I (20%), Type II (25%), Type III (30%), Type IV (20%) or Type VI (5%) with a 75% chance of success
  • Any of the Power Word spells can be used once a day (stun, blind, kill)
  • Throw a 20 dice fireball once daily
  • Symbol of pain/fear once daily
Death Knights still wear the heavy armor they once wore in life

All spells are cast at 20th level of magic use.

These creatures vary from average intelligence to absolute genius. They are extremely evil and chaotic. They can speak 3-6 languages beyond it’s alignment tongue (chaotic evil) and the common tongue.

So as you can see, despite the brevity of the description in the Fiend Folio, there was actually a great deal of detail about them densely packed into those three paragraphs.

The magical powers of the Death Knight are even more dangerous that the physical ones

Death Knights in Dungeons and Dragons 5th Edition

The Death Knight is still a very powerful adversary. It is a CR 17 foe with a great deal of magical power and physical fighting skill. Like any fighter type class character it wears heavy armor (plate and shield) giving it an armor class of 20. It has a great deal of hit points (180) giving it a lot of surviving power. It is undead and chaotic evil in alignment.

The Death Knight has advantage on saving throws against spells or magical effects. Undead within 60 feet of it have advantage on any saving throws involving features that turn undead. Death Knights cast magic as a 19th level spell caster and uses charisma as it’s spell modifier. This give it a +10 to hit with spell attacks.

Like 1st Edition the Death Knight in Fifth Edition is a former paladin. It has fallen from grace and has died without seeking atonement. When dark powers form within the creature it becomes a hateful undead creature of immense power. It still wears the armor it wore in life but now only two pinpoints of light can be seen in the helm where the eyes would normally be.

Although the Death Knight has powerful magical abilities it can use none of these to heal. It attracts and commands lesser undead. Some Death Knights, however, serve fiendish lords. These may have lesser fiends as followers instead. The Fifth Edition Death Knight uses skeletal horses and nightmares as mounts.

Only 12 Death Knights existed in 1st Edition. Fifth Edition has no limit

The ability scores of a Death Knight are as follows:

  • STR 20 (+5)
  • DEX 11 (+0)
  • CON 20 (+5)
  • INT (+1)
  • Wis 16 (+3)
  • CHA 18 (+4)

The Fifth Edition Death Knight casts magical spells as a paladin. It has the following spells prepared:

  • 1st Level (4 slots): command, compelled duel, searing smite
  • 2nd Level (3 slots): hold person, magic weapon
  • 3rd Level (3 slots): dispel magic, elemental weapon
  • 4th Level (3 slots): banishment, staggering smite
  • 5th Level (2 slots): destructive wave (necrotic)

The actions of a Death Knight are as follows:

  • Multi-attack: It can make three long sword attacks
  • Long Sword : Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 9 (1D8+5) slashing damage , or 10 (1D10+5) slashing damage if used with both hands, plus 18 (4D8) necrotic damage.
  • Hellfire Orb (1/Day): Basically this is the equivalent of the 20 dice fireball from 1st edition. The Death Knight hurls a magical ball of fire that explodes at a point within 120 ft of it. Each creature in a 20 foot radius of that explosion must make a DC 18 dexterity saving throw. Any creature failing the saving throw takes 35 (10D6) fire damage and 35 (10D6) necrotic damage. Those who make the saving throw take one half damage.

The Death Knight has powerful defensive abilities as well. It can parry attacks. Against one melee attack it can add 6 to it’s armor class. To do this it must be able to see the opponent and must be wielding a weapon.

And lastly…..the Fifth Edition variant has one other ability that the 1st Edition Death Knight does not. The Death Knight can arise from again even after it has been destroyed. Until the creature has atoned for it’s life of evil it cannot escape undeath.

The Death Knight is a strong and powerful adversary in combat

Death Knights in Dungeons and Dragons are tough opponents

Regardless, of edition, the Death knight is a dangerous foe. You do not want to bump into one of these in the next dungeon you are exploring. They will probably not be alone when you do. More likely, than not, they will have plenty of undead friends with them. And that could prove fatal to you and your group.

The Death Knight is an imposing figure

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Meeting a Death Knight on the field of battle could well be the last day of your adventuring career

Divine Intervention in Dungeons and Dragons

Divine intervention is the nuclear weapon of Dungeons and Dragons. It is the weapon of last resort. One calls for help from a god with reservation. For to anger a god is possible worse than anything else that could happen to you. Using this method of survival might well come at too costly a price.

The gods are all different. The help they may send could come in different forms.

Before asking for help from one’s deity one might want to ask themselves a few questions first

A deity may not be inclined to lift a finger to help an adventurer. Or perhaps they might. It really just depends. Of course some factors that might be considered are:

  • How closely has the petitioner followed their alignment?
  • If they are good in alignment have they been charitable?
  • Have they donated money to the church?
  • Are they currently following a path that their deity would approve of?
  • Are they currently involved in a quest on behalf of their god or deity?
Sometimes the gods send a powerful minion to aid the adventurers in a time of need

Divine Intervention in 1st Edition Advanced Dungeons and Dragons

In 1st edition Divine Intervention is discussed on page 111-112 of the Dungeon Master’s Guide. Of course, when the DMG was published, no compendium of gods or deities had yet been released for AD&D. One could, and did, go back to Original Dungeons and Dragons for information on gods. I had a copy of Gods, Demigods and Heroes which had information on many of the deities that would later appear in Deities and Demigods which was later published for AD&D.

But these books were merely a little background information and stats for the gods. There was not (much) discussion about how to call upon these gods in a time of crisis.

Praying for intervention might come in the form of years of prayer or it might happen in a moment of crisis

The Advanced Dungeons and Dragons attitude was that gods have their own affairs and take little interest in the lives of mere mortals. It takes a great deal to make a god feel interested in what is happening down below. If a deity answered even one call in a hundred they would have no time for their own business.

The DMG suggests that Evil gods, Demon Princes, and Arch Devils might be more willing than good aligned deities to appear in person as they might gain converts to their cause. Even mentioning one of their names might be enough to bring about their interest.

Of course….in Advanced Dungeons and Dragons the spells attained by clerics come directly from their deities. They pray for them. So, to some extent, these gods are already helping the adventurer.

The devout followers of an alignment are more likely to receive help….or are at least more likely to receive help that matters

One question that the Dungeon Masters, themselves, must ask is how involved in my campaign do I want the gods to be? Gods might well be an integral part of a campaign. Perhaps the adventurers are on quests that directly achieve the goals of deity. In that case the god might send a powerful creature (such as a Shedu or Kirin) to help the adventurers. Or perhaps they might send a Planetar or Deva or some similar angelic presence. Or they might send an Avatar or even make an appearance if the matter is important enough.

Even surly Dwarven clerics pray to the gods

But how do I rule on a spur of the moment call to a deity for help in a crisis situation? To set some parameters the DMG states the following:

  • If the player has been exemplary in following the strictures of alignment and faith then a standard 10% chance should be used for a deity to answer by sending some creature or minion to help
  • If a 00 is rolled then the deity shows up in person
  • Each previous intervention has a -5% chance modifier
  • If the alignment behavior is less than exemplary (but not down right opposition) -5%
  • Borderline alignment behavior -10%
  • If direct confrontation with another deity is required -10%
  • If the adventurer is opposing creatures of diametrically opposed alignments +1%
  • If the adventurer is serving the deity through direct instruction or as a proxy +25%
  • In no circumstances will a deity intervene on a plane that is inhabited by other deities (such as the outer planes) or on the positive or negative material planes
The gods are always watching….and if they are not then perhaps their minions are……

Divine Intervention in 5th Edition Dungeons and Dragons

Fifth Edition has a totally different attitude about Divine Intervention. In fact now it is a feature of clerics 10th level or higher. The cleric implores their deity for help. This takes the place of an action. One describes the assistance that they are requesting and then rolls percentile dice. A roll of equal to or less than the cleric’s level indicates a successful result. The DM at this point will choose the form of the intervention. Successful rolls do not mean the cleric will get exactly what they are requesting.

This feature can only be used once every seven days (if the deity actually intervenes in some way). Otherwise it can be used again after a long rest.

At 20th level the cleric will always succeed when requesting intervention.

As you can see….. this is a total turnaround from the First Edition attitude. Now a cleric can pretty much call on a deity every week if they want to. And at 20th level they will always succeed in getting some form of help.

To most worshipers in the Dungeons and Dragons campaign the face of a god is usually some statue that they worship. In their lives they never expect to actually meet a god (at least not while alive)

Also note, one other very important difference, between the 1st Edition and 5th Edition rules for Divine Intervention. First Edition puts a huge emphasis on closely following alignment. Fifth Edition puts none at all. These rules are laid out clearly in the 5th Edition Player’s Handbook on page 59. Strangely, enough, the Dungeon Master’s Guide for 5th Edition is silent on the subject.

Also, note one other important difference, between editions. In 1st Edition anyone could petition for help. In 5th Edition it is a class feature of the cleric. This is peculiar to me as 5th edition has basically blurred class skills compared to earlier editions. Early editions of the game had classes with skills that were very specific. If you wanted to pick a lock you had to be a thief. If you wanted to bash down doors then you were probably a fighter (with high strength). If you wanted to cast devastating magic spells then you played a magic user (wizard). Now 5th Edition does not specifically state that no other class could call upon a deity but it offers no rules suggesting that they can.

Angering the gods is not advisable

Is Divine Intervention an Instant Win Button?

Regardless of which edition played the Dungeon Master should keep a few things in mind before having a Deity come crashing in and saving the day:

  • Does the adventurer really need any help?
  • Is the adventurer really serving the deity? or are they serving themselves?
  • Is the adventurer closely following their alignment (just because the PHB in 5th Edition does not mention it does not mean that the deity would not consider it)

What level of help that the adventurer gets is up to the Dungeon Master in either edition. A deity that is not particularly enthusiastic about helping a character may do the least that they feel might help the adventurer. They might send some weak minion or perhaps offer some small token of their support (limited use of a magic item for example). A deity that has been called upon many times for questionable reasons might not be inclined to offer much help at all.

The help of a god can be the difference between life and death

Involving Deities in a Dungeons and Dragons Game or Campaign

Not every Dungeon Master is going to feel comfortable about including deities in their campaigns. Some will design their campaigns around deities and their motivations. It just depends upon the Dungeon Master. A well thought out conflict between two powerful gods (or devils or demons) could lead to a very interesting campaign. But it is not for everyone.

The power of the gods is immense

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St. Cuthbert was an important deity in the Greyhawk campaign of Gary Gygax

Crypt Thing in Dungeons and Dragons

“The party enters the chamber and finds a solitary skeletal figure sitting on a throne. It wears a brown robe with a hood over it’s skull. The creature shows no interest in the party initially. What could this creature be? A Lich perhaps? The dwarf finally decides to be the brave one in the group. He approaches the skeletal creature slowly.

Suddenly, it turns it’s head towards the dwarf, and raises a finger. The dwarf disappears. The rest of the party is stunned. What….what happened exclaims the wizard……

In the neutral alignment tongue the creature responds that the dwarf has been disintegrated…..

Ten minutes later the dwarf runs back in the room….. after the party attacks it and loses the thief to it in combat.”

Make him mad and you might get teleported away

Introduction to the Crypt Thing

The Crypt Thing was first introduced with the Fiend Folio tome for 1st Edition Advanced Dungeons and Dragons. The creature was an unusual one., even for the Fiend Folio, which introduced many unusual creatures.

The creature was more of a trick to be encountered than a real combat encounter. The teleportation ability of the creature was confusing to parties but was basically harmless. Unless, of course, the person trying to get back to the group gets killed along the way.

The Crypt Thing itself was not a difficult combat encounter on it’s own. Party members that made a saving throw were able to avoid the teleportation. If a lot of the party failed the saving throw then perhaps the Crypt Thing might have a chance to win an encounter.

The Crypt Thing looks just like a Lich

Characteristics of a Crypt Thing

The Crypt Thing is always a skeletal figure. It will always be found in it’s lair. And it always wears a brown hooded robe. It has empty eye sockets with a little point of light where the eyes would normally be. While the creature has the appearance of being undead it cannot be turned.

The creature is not aggressive. It will do nothing at all if left alone. The safest way of dealing with the Crypt Thing is to leave it alone entirely.

A rare variety of the Crypt Thing does not teleport people away from it. Instead it turns them invisible and paralyzes them.

The Crypt Thing is not interested in eating, or even killing, it’s victims. It seems to want only to create confusion. Perhaps this amuses the creature. No one knows for sure.

Often the Crypt Thing is found sitting on a throne

The Crypt Thing exists in many editions of Dungeons and Dragons

But it was not included with the monster manual for 5th Edition. There are, however, some home brewed versions of the creature which people are using with 5th Edition. The Crypt Thing is usually an entertaining encounter the first time players encounter it. When one, or more, of the player characters disappear it tends to cause them a little fear. Has their beloved character actually been disintegrated? Most find it amusing when they discover that they have just been teleported away.

One possible version of a 5E Crypt Thing can be found at the following link:

Creation of the Crypt Thing

After 1st edition some new ideas were introduced about the Crypt Thing. It is said that some Crypt Things rise as undead to protect the graves of others from grave robbers. It has also been believed that many were created by priests of wizards for some function.

The Crypt Thing wears a brown robe with a hood.

Crypt Things can be a fun encounter

The Crypt Thing has the appearance of a Lich. This immediately gets the attention of the player characters as they are likely to be immediately wary of the creature. When party members begin disappearing the idea that the creature is a dangerous lich becomes reinforced. It can be assumed that the teleported characters will try to return to the group immediately so telling them (immediately) what happened at the table is unnecessary. And this is where the fun begins……

The Crypt Thing teleports without error. No one will be harmed by the teleportation itself. One might, however, be harmed trying to get back to one’s friends…..

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The Crypt thing likes to tell people that those who are teleported away were actually disinitegrated

Drow in Dungeons and Dragons

The Drow were introduced to Dungeons and Dragons with 1st edition. They are first mentioned in the First Edition Monster Manual under the description of Elves. Specifically there is a very short paragraph indicating that the “Black Elves” are only a legend. They dwell beneath the surface in a strange subterranean realm. They are reported to be dark skinned and evil. Tales picture them as weak fighters and powerful magic users. That is all that is mentioned about them. No statistics were provided nor any other details.

A Drow Priestess using her tentacled rod to thin out the crowd

Drow in 1st Edition Dungeons and Dragons

A few years later another monster compendium was released called the Fiend Folio. The Drow were introduced as a new NPC race. Between the publication of the Monster Manual and the Fiend Folio a number of modules were published which introduced the Drow as an evil race responsible for manipulating the Giants into a war against men. In a later module called Descent into the Depths of the Earth the Drow are detailed more fully. This module also introduces the concept of the Underdark.

But First Edition did not provide the Drow as a playable race until the release of the Unearthed Arcana. It was offered again as a player race in 3rd Edition and 3.5 and then in 5th Edition.

Drow have many enemies competing with them in the Underdark

Drow are an evil race in Dungeons and Dragons

At least in the early editions they were. Something about living in the Underdark tends to make it’s inhabitants generally evil in nature. Not all creatures that live there are evil. But most tend to be.

It has been said that the Elves drove the evil and selfish among them from their midst. Constant warfare between the good and evil elves led to these Dark Elves withdrawing to a world underground. During their centuries underground they developed powerful magical skills.

All this being said….there are some Drow that are not evil. This is a very small percentage of the race. Most of these are aligned in some form of Neutrality. But a few are even Good aligned. These good and neutral Drow tend to worship other deities than Lolth.

Drow are often known to use one handed crossbows with poisoned darts

Drow are constantly scheming

Plans within plans are the one constant thing about this race. They are always looking for ways to increase their power. And revenge against their good cousins is never far from their minds. Drow females tend to be more powerful magic users and priests than their male counterparts. It is often these females that lead the group and make the plans.

Females have the most powerful roles in Drow society

Drow are creatures of the darkness

They live in a place where darkness is the norm. They greatly dislike bright light. In fact…they cannot stand being in sunlight. They will usually use slaves or third parties to their bidding on the surface when needed. They may make occasional incursions on the surface but usually will do so at night.

Drow cities in the Underdark are dangerous places to visit for surface dwellers

Cities in the Underdark

Drow live in huge cities beneath the surface. They hollow out enormous caverns to make their homes. Some of these cities are thriving metropolises with high walls to protect them. Drow use spiders and other nasty things to protect their citadels from enemies.

Drow facing their enemies on their home ground can be dangerous foes

Adamantine Weapons and Armor

Drow use their own weapons and armor crafted from Adamantine. These items have magical properties while used in the Underdark but lose these properties quickly when exposed to sunlight.

The Tentacled Rod was introduced with the Module Descent into the Depths of the Earth

Politics of the Drow

Drow do not always work well and play well together. When they do work together they can be a formidable foe. They usually will only do so to defeat a common enemy or for their own survival.

The Drow are divided into noble families. Each is ruled by a matron. Prestige of the noble house is the goal at all times and in all dealings. The object is always to raise the house’s prestige over that of the other houses. The highest ranking members of the house are always blood relatives. All of the lower and middle level drow are from weaker families that have sworn loyalty to the house. Slaves make up the rest of the house.

The Demoness Lolth

The Demoness Lolth is the true ruler of the Drow

Most Drow worship the Demoness Lolth. Lolth was first introduced during the same Giant Series of modules mentioned previously. Specifically she has her own module for 1st Edition called Queen of the Demon Web Pits.

As Lolth is female so are her high priests. And so are Drow leaders. Males can fill most roles in the Drow society but houses are ruled by a Matron. Males can also not be priests in Drow society.

Drow do not always work well or play well together

Lifespan of the Drow

Drow, like their Elven cousins, live far longer than humans. A typical lifespan of a Drow might be as long as 750 years. Many matrons live far longer lives. Most live as long as 1000 years. But a few, which are shown favor by Lolth, may live for several thousand years.

The Drow have a close relationship with spiders

Personality of the Drow

Most Drow live their lives with one goal in mind. How do I increase my own station in life? As a result Drow have certain characteristics which can be expected during any encounter:

  • Angry – As a whole they do not like the fact that they have been relegated to the dark places of the world. Violence against others is natural for them.
  • Arrogance – Drow nearly always feel superior to others.
  • Cruel – Cruelty is second nature for them. Torture of enemies and slavery are common in Drow society
  • Paranoia – Drow are constantly trying to improve their station in life. As a result when they move up others will lose prestige. They are right to be paranoid. For other Drow are always out to get them.
  • Not very trusting – Drow do not trust others easily. While they sometimes form alliances they nearly always keep a close eye on these allies.
  • Vengeful – Drow have very long memories. And they believe in paying back their enemies
Only a female can lead a Drow noble house

Drow are a dangerous enemy for adventurers exploring the deep places of the earth

The Drow have many enemies even in the Underdark. Their position there is never totally secure. Some of these enemies are powerful and dangerous. But the Drow are not without their own dangerous qualities. They have enslaved many races. And they have a few allies in the darkness.

Most Drow will not be encounter outside of the Underdark. But a few Drow have been known to tunnel upwards and enter the lowest levels of some dungeons closer to the surface. When such Drow are encountered the adventurers should beware the magical abilities and the natural magical resistance of this race.

Often the Drow may be discovered to be behind evil plots which extend into the surface world. When such plans are unraveled one might find themselves facing these Dark Elves in the deep tunnels of the Underdark.

Some Drow are known to become Driders….half Drow and half Spider…..

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A Drow City in the Underdark

Castle Fortifications in Dungeons and Dragons

In a previous article I talked a bit about castle fortifications but I decided to write another one with extensive illustrations and photographs so that the reader can see exactly what these fortifications actually look like in the Dungeons and Dragons castle.

Castle Diagrams

To begin with let us look at some diagrams of the layouts of castles in general. These diagrams have captions to show you the relationship between the defense and the rest of the castle.

This is a side view of one type of castle and it’s defenses

Another diagram shows the castle from an overhead view.

Notice that this diagram shows an outer defensive perimeter and barbican

A third diagram shows yet another view.

Defenses of a castle

Moats

A moat is a ditch that surrounds a castle to prevent easy approach. It is usually deep and broad. Sometimes it is left dry but often is filled with water. In many cases castles were built so as to use a natural source of water for it’s defense such as a lake or pond.

Notice how this castle appears to be built right on top of the lake
This one appears almost in the middle of a lake
As you can see just getting close to the walls of this and the other castles would be difficult

The moat is the first line of defense for the castle. Because even getting close to the castle walls would be difficult (short of magic of course) wearing armor. Even getting siege engines close enough to use is going to be tough. And that is the point.

Towers

Towers of the castle give defenders vision at greater distances to see approaching enemies. And they also give defenders a fortified place to fire down arrows and crossbow bolts at attackers. These towers often rise far above the rest of the castle and give the defenders advanced warning of danger.

This large tower has another mini tower on top of it.
This tower has a tilt to it for some reason which is unclear
This tower has many arrow slits to fire arrows from

Castle Drawbridge

Drawbridges extended out over castle moats to allow defenders easy access to the castle. The bridge can be pulled back up to deny attackers an easy way to cross the moat. Often chains were attached so that the bridge could be raised.

Drawbridges were usually made of wood
The bridge could be raised by using the chains attached to it

Gate Houses

The Drawbridge was only one way of protecting the entrance into the castle. But there were other ways. These buildings were some of the most heavily fortified points on the castle. The beginning of any siege would likely take place here. They often included multiple traps and obstacles to prevent access to the castle or to injure or kill attackers.

The Gatehouse was usually a formidable structure
This gatehouse has two tall towers overlooking it
This castle has an unusual approach protected by a gatehouse

Castle Walls

The walls of the castle must be tall and sturdy to prevent breach. Sometimes these were referred to as curtain walls. Often they were built in concentric circles to provide multiple layers of defense. Often they had small towers built right into them to provide additional defense.

These castle walls were high
Towers were built right into these walls to provide additional defense

Portcullis

The actual gate to the castle was often protected from attack by using a portcullis that might be lowered. Generally these are made from latticed wood or metal or some combination of the two. It would make little sense to have a castle made of stone that could be breached easily by breaking through a wooden door with little else protecting it.

This metal portcullis would be difficult to breach
The door here would not be that difficult to break down. But the metal portcullis is another thing entirely

Castle Hoardings

Hoardings were shed like constructions added to the ramparts. These were often built during a siege. They allow the defenders to fire down towards the base of the wall.

The hoarding extends out from the wall allowing one to attack downward at the base of the wall
Notice the wooden extension from the wall. This allows the defenders the ability to fire downward or drop things on attackers

Posterns

Posterns were secondary gates into the castle. Often they were concealed. They allowed the defenders to come and go from the castle even while under siege.

The postern is a concealed doorway to the castle
Defenders would often need a way in and out of the castle unseen
Posterns came in different forms
Having multiple ways into the castle was a wise precaution

Barbicans

Barbicans were forward defenses to the castle. They were fortified outposts pr gateways extending out from the city or castle.

The Barbican protects the approach to the castle
An illustration of a Barbican
Another example

Arrow Slits

One can easily fire arrows down from the towers and walls of a castle. But if you do not want your enemies to return the favor then concealment is beneficial. Arrow slits give the defender cover against the missile weapons of the attacker while affording the defender a chance to use their own.

Arrow slits are also referred to as arrow loops. These were usually cut vertically and had a horizontal cut to allow the defender to fire at a wider group of potential enemies. The slits were often cut an angle to allow the defender to fire at different angles of approach to the castle.

Notice that this arrow slit is cut as a cross to allow firing at a wider area of coverage.
As you can see….the defender behind this slit is going to be difficult to hit with an arrow or bolt
Notice the angle that this arrow slit is cut from the inside? This allows the defender more area to cover with their missile fire

Ramparts

Ramparts were defensive barriers surrounding the castle. They were usually broad topped and made of stone or earth.

This is one example
And another

Parapet

The parapet is a protective wall at the top of a fortification. It is an extension of the wall at the edge of a roof, balcony or terrace. Often it was crenelated to provide additional protection to the defenders.

A parapet example
An illustration of a parapet in use
Another illustration of a parapet being used
A view from outside the parapet of a castle. The defenders are partially shielded from view when standing at the top of this castle by the parapet

Merlons

Merlons are upright sections along the top of a fortification that provides even more protection to the defenders. Sometimes they were pierced by arrow slits to provide yet more protection. The space between merlons is called a crenel.

An example of merlons with crenels between them
Another example
Notice that this example has a v shape at the top of each merlon. Could the defender rest their crossbow on this section or it is to provide just a little more protection to a defender?

Murder Holes

Murder holes were holes in the ceiling of a gateway or passageway. These holes were used to fire down upon attackers or pour nasty things upon them such as boiling oil, scalding water, rocks or other things.

Murder holes from below
Another view from below but from an angle
Another view from below at a different castle.

Castle Fortifications Were Essential

Obviously there were many other types of castle defenses that I did not cover in this article. And I am certainly no expert on castles or their defenses. The pictures in this article are from various places and my classification of them came from those same sources. If I have erred in naming a structure it is because I accepted those sources as being accurate.

From a perspective of their use in Dungeons and Dragons you must take magic into account. Obviously these defenses are more useful against people or beings that do not have the ability to just teleport right by them. But in the Dungeons and Dragons world magic of this sort is supposed to be quite rare. For the average attackers magic will not be available. And these defenses would still be effective.

Most creatures attacking castles would not be able to fly over the walls or teleport by them. Defenders could and would use the cover provided by the defenses to their advantage. First Edition recognized the use of cover and concealment and applied rules to their use. These rules even applied to magical attacks being made against defenders with cover and concealment.

If your adventurers are encountering a defended castle at some point in their journeys then you will need to work out just how these defenses would apply in your campaign.

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Kobolds in Dungeons and Dragons

Kobolds in Dungeons and Dragons are one of the original creatures in the game. They are short humanoids only rising about three feet tall. They have scaly hides that range in color from almost black to rusty brown. They have small horns on their heads which are typically white in color but are sometimes tan. They have red eyes. Kobolds have rat like tails. They are fond of wearing clothing that is red or orange.

Many other creatures do not take Kobolds seriously. Their language is like a yapping dog. Kobolds often appear to be cowardly.

A kobold with a sling

Kobolds in Dungeons and Dragons various editions

The Kobold began in original Dungeons and Dragons in 1974. They have been included in just about every edition since. A number of variant kobolds have been offered over the years as well as a kobold player race in some editions. Some of the variant kobolds include:

  • Dragon Mountain Kobold in a Second Edition published adventure by the same name
  • Aquatic Kobold in Third Edition
  • Arctic Kobold in Third Edition
  • Kobold Minion in Fourth Edition
  • Kobold Skirmisher in Fourth Edition
  • Desert Kobold in Third Edition
  • Earth Kobold in Third Edition
  • Jungle Kobold in Third Edition
  • Kobold Slinger in Fourth Edition
  • Armored Kobold Dragon shield in Fourth Edition
  • Kobold Skyblade in Fourth Edition
  • Winged Kobold in Fifth Edition

Some of the specifics of kobolds are different from edition to edition. In Fifth Edition the kobold is weaker when in sunlight but is at an advantage when they gang up together against a single target.

Kobolds in Dungeons and Dragons are related to dragons!

At least this is true in Third Edition. In the earliest editions they were described more as being dog like and were not associated with dragons. But in Third Edition the lore changed and Kobolds were to be found as minions of dragons and could speak the dragon languages.

A well armed kobold

What does a Kobold eat? Where does it live?

In virtually all of the editions the kobold is an omnivore. It can eat all kinds of things. And it pretty much does. Kobolds lay eggs. And they lay a whole lot of them when they do. They are not a monogamous species. Their life span is in the range of 135 years.

Kobolds live in any climate. They prefer dark and damp places like caves but also often live in overgrown forests. They often like to dig extensive mines. Their lairs often used giant weasels and/or giant boars as guards.

Kobolds in Dungeons and Dragons appearance has evolved a bit over the years

But most editions have them with lizard like skin. This skin sheds and is replaced similar to a snake or lizard. They are cold blooded creatures. And they never wear shoes. They frequently lose teeth which are replaced during the cycle of their lives. They are usually lawful evil. But some have been known to be neutral. They are more likely to be lawful neutral than evil but not lawful. Lawfulness seems to be a trait common to just about all of them.

Kobolds and a friend

Kobolds may be cowardly but they are not stupid

Kobolds are not a highly intelligent species. But they are not without any intelligence at all. They are clever and ruthless. And they love to set cruel traps for their enemies. They are also not lazy. They often work very hard at their pursuits. Especially at mining.

Kobolds are quite capable of using strategy to win against more powerful foes.

I once used a small band of kobolds against a fairly powerful group of adventurers in the 10th to 14th level range in one of my campaigns. The adventurers came across a couple of dozen kobolds in a large room. The room was not dark but it was not well lit either. Several of the kobolds were holding torches. A few of them were scattered in different parts of the room. They were not bunched up but there were a few on one side of the room with an obvious leader type wearing jewelry.

The high level adventurers decided to get their swords wet. The fighters just charged in swinging figuring that they could just hack them to pieces quickly and save spells. There would be little risk right? But they soon found themselves at the bottom of a deep pit with oil about six inches deep at the bottom of it. With the kobolds above dropping their torches into the pit. Another group of kobolds then appeared behind the magic users and cleric and proceeded to work on them. There were several fatalities in the adventuring party. From a small group of kobolds!

Kobolds are capable of laying traps like this. They know their strengths and they know their weaknesses. While they might appear cowardly it is not because they are just afraid to fight. It is because they know that they do not possess the physical strength and stamina of other dungeon dwellers. They know that they must use tactics to win. Not brawn.

Don’t underestimate a kobold. You might not live to regret it.

Religion of Kobolds in Dungeons and Dragons

Almost every kobold lair will have a temple or shrine in it. They are very religious creatures. Their primary deity is Kurtulmak. This is the god of war and mining. Another important deity is Gaknulak. This is the god of protection, stealth, trickery and traps. Some kobold tribes are believed to worship Tiamat .

Kobolds and Gnomes hate each other

Legend has it that the origin of this hatred came from a prank played by the gnomish god Garl Glittergold on the Kobold deity Kurtulmak. According to the legend Garl collapsed the cave containing Kurtulmak to prevent kobolds from becoming the dominant species. Gnomes, of course, have a different version of this legend in which their own deity is shed in a much better light.

A winged kobold

Kobolds are not to be taken lightly

While these creatures are not powerful fighters, alone, they can be quite formidable as a group. They have a collective genius when it comes to protection of their lairs. They set traps. Cruel traps. And when they capture enemies they are fond of torturing them. They will use nets and other such devices to try to capture opponents much more powerful than they are. And they often set their traps in such a way as to give them an advantage in combat.

Take these creatures lightly and you might find yourself at the bottom of a pit filled with oil and torches falling on you!

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This kobold is ready for battle