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Revision as of 02:51, 10 January 2021
Kobold Slinger (CR 1)
Lawful Evil - Small - Humanoid (Kobold) |
---|
Lore: | Know (Local) | ||
2 | 16 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
11 | +1 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
30 | 15 | 2 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +0 |
Refl: | +5 |
Will: | +0 |
Strong Against:
- +2 racial bonus to AC and saving throws vs. Traps
Offense
Standard Attack (Melee):
- 1x Spear +2 (1d4/19-20 x2)
as piercing (physical, common)
Full Attack (Melee):
- 3x Spear +2 (1d4/19-20 x2)
as piercing (physical, common)
Standard Attack (Ranged):
- 1x Sling +4 (1d4/19-20 x2)
as bludgeoning (physical, common)
(Increment: 30 ft.; Max Range: 300 ft.)
Full Attack (Ranged):
- 3x Sling +4 (1d4/19-20 x2)
as bludgeoning (physical, common)
(Increment: 30 ft.; Max Range: 300 ft.)
Siege Damage: Not siege capable
Statistics
10 |
STR |
12 |
DEX |
11 |
CON |
6 |
INT |
10 |
WIS |
15 |
CHA |
Skills:
- Acrobatics: 3
- Disable Device: 4
- Perception: 1
- Stealth: 3
- All other skills: 0 (no ranks)
Languages: Common, Draconic
Feats:
- Point-Blank Shot (EFFECT: Point-Blank Shot (Feat))
Special Abilities
Sneak Attack (Ex) |
If a kobold makes an attack against an unaware or flat-footed foe, he deals an extra 1d4 as precision damage on a successful attack. This applies to both melee and ranged attacks, and deals the same damage type as the weapon that inflicts it (piercing (physical, common) or bludgeoning (physical, common) respectively). |
Mob Attack (Ex) |
For each adjacent kobold ally, the kobold gains a +1 feat bonus to its to-hit rolls, to a maximum 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 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.
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.
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: 400
Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 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) |