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Revision as of 01:40, 16 February 2021
Kobold Warrior (CR 3)
Lawful Evil - Small - Humanoid (Kobold) |
---|
Lore: | Know (Local) | ||
6 | 21 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
15 | +5 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
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
Offense
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:
- Bluff: 5
- Perception: 5
- Sense Motive: 5
- All other skills: 0 (no ranks)
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) |
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) |
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) |
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
Kobolds 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.
- 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) |