Kobold Slinger

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Kobold Slinger

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 slingers are responsible for laying down the bulk of the damage in ambushes. As such, they will hang back and use the slings for as long as possible while other, more melee-capable allies occupy their foes.


GENERAL

CR 1 Hit Dice 2

XP 400

LE small humanoid

Init +5; Senses darkvision 60', Perception +0


DEFENSE

AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex, +0 natural, +0 deflection)

hp 20

Fort +1, Ref +4, Will +1

Special Defenses Kobolds gain a +2 racial bonus to AC and saving throws against traps.


OFFENSE

Speed 30 ft.

Single Melee Spear +3 (1d8/x2)

Full Melee Spear +3 (1d8/x2)

Ranged Sling +5 (1d8/x2), range increment 30 feet

Full Ranged 2x Sling +5 (1d8/x2), range increment 30 feet

Special Attacks Sneak Attack, Mob Attack, Shifty, also see Feats

Action Points 0


STATISTICS

Str 10, Dex 12, Con 11, Int 6, Wis 10, Cha 15

Base Atk +1; CMB +3; CMD 15

Feats Precise Shot

Skills Acrobatics +4, Stealth +4, Thievery +4

Languages Common, Draconic


SPECIAL ABILITIES

Sneak Attack (Ex)

If a kobold makes an attack against an unaware or flat-footed foe, he deals an extra +2 precision damage on a successful attack.


Mob Attack (Ex)

For each adjacent kobold ally, the kobold gains a +1 feat bonus to its to-hit rolls.


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.


TREASURE

Sell value of approximately 231 gp.


COMBAT TACTICS

Kobold slingers are not as good at melee as other monsters, but they are quite good at ranged attacks. If there are multiple slingers in an attack, they will try to clump together so that their bonus from Mob Attack is maximized. They will fire into melee with impunity, their Precise Shot feat negating penalties for doing so. They will use Shifty to maintain range for as long as possible, and if forced into melee combat will flee.