Back in the day, White Dwarf magazine was the British answer to the Dragon, and its regular “Fiend Factory” column was a source of many monsters for early D&D games. In fact, the first edition Fiend Folio (1981) was largely a collection of monsters submitted to WD. This 3e conversion is part of an ongoing project to resurrect some interesting WD monsters that, for one reason or another, fell by the wayside.
The winter kobold was a submission of Jonathan Hardwick and appeared in White Dwarf 26 (Aug/Sept 1981) as part of the article “Fiend Factory: Dire Tribes.” This monster proved so popular it was reprinted in the second volume of Best of White Dwarf. This conversion also draws on some supplemental information included in Phil Master’s article “Inhuman Gods, Deities for Non-Human Races: Part IV” from WD 42 (June 1983).
This savage little creature looks like a pale, furred kobold bearing prominent, snarled fangs.
Winter kobold illustration copyright © 1981. Used without permission.
Winter kobold warrior 1
Usually NE Small humanoid (cold, reptilian)
Init +0; Senses low-light vision; Listen +2, Spot +2
Languages Draconic
AC 17, touch 11, flat-footed 17
(+1 size, +0 Dex, +2 natural, +3 studded leather, +1 shield)
hp 5 (1 HD)
Immune cold
Fort +3, Ref +0, Will -1
Weakness vulnerability to fire
Spd 30 ft. (6 squares)
Melee battleaxe +1 (1d6-1/x3)
Ranged shortspear +2 (1d4-1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -4
Abilities Str 9, Dex 11, Con 12, Int 10, Wis 9, Cha 8
SQ snow move
Feats Alertness
Skills Listen +2, Search +3, Spot +2, Survival +2
Advancement by character class; Favored Class sorcerer
Level Adjustment +0
Snow Move (Ex) Winter kobolds suffer no penalties when moving through snowy or icy terrain.
Skills A winter kobold has a +2 racial bonus on Search and Survival checks.
In the northern regions, homesteads are sometimes attacked in the dead of night, their inhabitants killed and their treasure stolen. The raiders are winter kobolds.
The winter kobold warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Winter kobolds favor a kind of studded leather armor, and sometimes use wickerwork shields (treat as light wooden shields). Typical weapons are battleaxes, clubs, longswords, light crossbows, and spears. To protect themselves against the intense cold of the regions they inhabit, winter kobolds have evolved a thin coat of hollow shafted hairs. As an added benefit, the hairs can be fluffed out in combat, presenting a large attacking profile consisting solely of inflated hairs.
Winter kobold leaders often fight with two weapons, while winter kobold sorcerers generally prefer spells with the cold descriptor. The dire wolves usually found with a large band of winter kobolds are sometimes used as steeds, but only on very rare occasions.
Characters with ranks in Knowledge (nature) can learn more about winter kobolds. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
| DC | Result |
|---|---|
| 10 | This creature is a winter kobold, a tougher cousin to the normal kobold. |
| 15 | Winter kobolds are immune to cold and vulnerable to fire. |
Winter kobolds hate all other humanoid life, particularly elves and gnomes whom they will attack on sight.
Raiding Party (EL 6): A team of eight winter kobold warriors and one dire wolf are preparing to raid some unsuspecting homesteads on the edge of the wilderness.
Winter kobolds are more powerful than the normal kobold and originate in the northern wastes, where they favor caves and high places as bases. Winter kobolds live for up to 140 years.
Environment: Winter kobolds are found in any cold hills, mountains, or underground regions.
Typical Physical Characteristics: A winter kobold stands 3 feet tall and weighs 50 pounds.
A tribe of winter kobolds usually consists of 20–100 1st-level warriors plus 100% noncombatants plus one 3rd-level sergeant per 20 adults, one leader of 4th-6th level, one sorcerer of 3th-4th level, and 1–4 dire wolves as guards.
Various minor winter kobold shrines have been discovered in arctic mountain caves, and most have been dedicated to a deity called Kr’tollomoc , usually thought to be a neutral evil aspect of Kurtulmak. However, this deity appears to resemble a giant winter kobold, complete with a coat of white fur. His granted domains are Evil, Trickery, and Weather; his favored weapon is a battleaxe. A few winter kobold tribes actually worship Cryonax, the elemental prince of evil cold creatures.
Winter kobolds have standard treasure for their Challenge Rating.
Winter kobold characters possess the following racial traits.
The following is an example of a winter kobold advanced by sorcerer levels. The winter kobold had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 8, Dex 13, Con 14, Int 10, Wis 12, Cha 15
Female winter kobold sorcerer 4
NE Small humanoid (cold, reptilian)
Init +5; Senses low-light vision; Listen +1, Spot +1
Languages Draconic
AC 14, touch 12, flat-footed 13
hp 22 (4 HD)
Immune cold
Fort +4, Ref +3, Will +6
Weakness fire vulnerability
Spd 30 ft. (6 squares)
Melee mwk spear +1 (1d6-3/x3)
Ranged mwk spear +5 (1d6-3/x3)
Base Atk +2; Grp -5
Combat Gear potion of fly, scroll of summon monster III, wand of cold-substituted burning hands
Spells Known (CL 4th)
2nd (4/day)—icebolt* (140 ft. range, +4 ranged touch, 1d6 piercing and 1d6+4 cold)
1st (7/day)—blast of cold* (35 ft. range, targets 1 creature, 2d6 cold, DC 14 Ref save half), mage armor, obscuring mist
0 (6/day)—acid splash (+4 ranged touch), daze (DC 13), detect magic, detect poison, mage hand, ray of frost (+4 ranged touch)
* Spell from Complete Book of Eldritch Might
Abilities Str 4, Dex 13, Con 14, Int 10, Wis 12, Cha 16
SQ snow move
Feats Improved Initiative, Toughness
Skills Bluff +7, Concentration +8, Knowledge (arcana) +2, Search +2, Spellcraft +2, Survival +4
Possessions combat gear, masterwork longspear, cloak of resistance +1, 120 gp