Kobold Warrior: Difference between revisions

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m (Text replacement - "Swarm, Troop, " to "")
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| Min-CR = 1
| Min-CR = 1
| Max-CR = 8
| Max-CR = 20


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
Line 80: Line 80:
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Kobold
| Subtype | Kobold
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
         or leave blank if the monster doesn't possess the sense in question.            -->
         or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range = 60
| Sense-Darkvision-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 60 |2 = 80  |3 = 100 |4 = 120 |5 = 120 |6 = 130 |7 = 150 |8 = 170}}
| Sense-Heartsight-Range =  
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Keen-Hearing-Range =  
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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 1|2 = 2 |3 = 2 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 5}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC = 1
| NudgeFFAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 = 2 |3 = 2 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 5}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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| NudgeFort =  
| NudgeFort =  
| NudgeRefl = 1
| NudgeRefl = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 = 2 |3 = 2 |4 = 2 |5 = 2 |6 = 3 |7 = 3 |8 = 3}}
| NudgeWill =  
| NudgeWill =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 30
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30 |1 = 40|2 = 40 |3 = 50 |4 = 50 |5 = 60 |6 = 80 |7 = 100 |8 = 150}}
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Lesser-Climb-Speed =  
| Move-Type-Lesser-Climb-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 30|2 = 30 |3 = 40 |4 = 50 |5 = 60 |6 = 80 |7 = 100 |8 = 150}}
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Brachiating-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 30|2 = 30 |3 = 40 |4 = 50 |5 = 60 |6 = 80 |7 = 100 |8 = 150}}
| Move-Type-Vaulting-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Hover-Speed =  
| Move-Type-Hover-Speed =  
Line 245: Line 245:


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 1|2 = 2 |3 = 2 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage =  
| NudgePriDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 1|2 = 2 |3 = 2 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 1|2 = 2 |3 = 2 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =  
| NudgeSecDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 1|2 = 2 |3 = 2 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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   <!-- Values: Y (for yes), or leave blank (for no) -->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance = 20
| RangedAtkIncrementDistance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20 |1 = 30|2 = 30 |3 = 40 |4 = 40 |5 = 50 |6 = 60 |7 = 80 |8 = 100}}
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 1|2 = 2 |3 = 2 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 4}}
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = 1|2 = 2 |3 = 2 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


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         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         the Distracted conditon when they damage a foe (or it grants an area of affect  
         the Distracted condition when they damage a foe (or it grants an area of affect  
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  
Line 1,389: Line 1,389:
| CombatTactics = Kobolds prefer to lay in wait for their prey, frequently setting up some devilish trap in their ambush kill zone.  They will make effective use of their ranged attack, and also shifty to surround their opponents over the course of a round or two.   
| CombatTactics = Kobolds prefer to lay in wait for their prey, frequently setting up some devilish trap in their ambush kill zone.  They will make effective use of their ranged attack, and also shifty to surround their opponents over the course of a round or two.   


They will also use Mob Attack to try to maximize their to-hit chances.
They will also use Mob Attack to try to maximize their to-hit chances. A large group of Kobold Warriors can mob down even very durable characters, and so they must be treated with a modicum of respect.


They prefer tight areas for their fights, so their victims don't have many avenues of escape. If they have enough time to prepare the ambush site, they will trap the obvious exits, either to prevent runners, or to impede pursuers, in the event the fight goes poorly.
They prefer tight areas for their fights, so their victims don't have many avenues of escape. If they have enough time to prepare the ambush site, they will trap the obvious exits, either to prevent runners, or to impede pursuers, in the event the fight goes poorly.

Latest revision as of 12:33, 15 January 2024

Kobold Warrior (CR 3)

Lawful Evil - Small - Humanoid (Kobold)
Lore: Know (Local)
6 21
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
15 +5
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
17
Monster Health
51 25 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +1
Refl: +7
Will: +1

Strong Against:

  • +2 racial bonus to AC and Saves vs. Traps
Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+5
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bone Cutlass +6 (1d8+1/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Bone Cutlass +6 (1d8+1/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Fang-Tipped Spear +6 (1d8+1/19-20 x2)
    as piercing (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Full Attack (Ranged):

  • 3x Fang-Tipped Spear +6 (1d8+1/19-20 x2)
    as piercing (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Siege Damage: Not siege capable

Statistics

12
STR
12
DEX
14
CON
6
INT
10
WIS
15
CHA

Skills:

Languages: Draconic, Common

Feats:

  • Power Attack (EFFECT: This monster may take a -2 to all to-hits in exchange for a +5 bonus damage per attack.)

Special Abilities

Sneak Attack (Ex) Automatic with conditions

If a kobold makes an attack against an unaware or flat-footed foe, he deals an extra +1d8+1 as precision damage on a successful attack. This damage type is the same as the weapon damage inflicting it, either slashing (physical, common) if melee, or piercing (physical, common) if ranged.

Mob Attack (Ex) Automatic

For each adjacent kobold ally, the kobold gains a +1 racial bonus to its to-hit rolls, to a maximum bonus of +3.

Shifty (Ex) Swift Action 1/Rnd

Once per round, the kobold may make a 5-foot step as a swift action. This may be done regardless of any movement or 5-foot steps the kobold may have taken during their move action. This movement does not provoke.

Kobold Warrior

Kobold Warrior

Kobolds are small lizardoids, with pronounced muzzles and wide, quick-darting eyes, covered in fine-scaled leathery skin. They revere dragons and tend to dwell in and around places where dragons are known to lair. They skulk in the darkness, hiding from stronger foes and swarming to overwhelm weaker ones. Kobolds are cowardly and usually flee once bloodied unless a strong leader is present. Kobolds like to set traps and ambushes. If they can't get their enemies to walk into a trap, they try to sneak up as close as they can and then attack in a sudden rush.

Kobold warriors are the best and most dangerous of kobolds in a fight. They hit harder, are tougher, and are much less likely to flee in a pinch.

Combat Tactics

Kobolds prefer to lay in wait for their prey, frequently setting up some devilish trap in their ambush kill zone. They will make effective use of their ranged attack, and also shifty to surround their opponents over the course of a round or two.

They will also use Mob Attack to try to maximize their to-hit chances. A large group of Kobold Warriors can mob down even very durable characters, and so they must be treated with a modicum of respect.

They prefer tight areas for their fights, so their victims don't have many avenues of escape. If they have enough time to prepare the ambush site, they will trap the obvious exits, either to prevent runners, or to impede pursuers, in the event the fight goes poorly.

Kobolds will sometimes flee a fight, depending on strange cultural rules that aren't well understood by outsiders. (This is best represented by a die roll with a 50% chance of running from a fight turned sour.) Other times, they will courageously fight to the death.

Out of Combat

Kobolds have a cultish zeal for any dragon that lives in the area, often erecting temples and assisting in the construction and defense of the dragon's lair. Even the lowliest dragon is vastly more powerful than any kobold, even on its worst day, but that doesn't change the fact that dragons see kobolds as useful.

It is unclear what benefit kobolds gain from their worship of dragons, though some stories suggest kobolds have access to divine spells and powers, like a cleric, and these powers are granted by their dragon.

Kobolds follow a peculiar system of honor, which follows such an elaborate pattern that it is all but unintelligible to outsiders, even those who can speak Draconic fluently.

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)