Kobold Draconian: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 4
[[Category:CR 4]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Kobold Draconian


[[Image:Kobold_draconian.jpg|384px|right|xx]]
| Image = Kobold_draconian.jpg
== Kobold Draconian (CR 4) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
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 Draconians are kobolds who have been granted divine powers by their draconic patron.  This patron is nearly always the dragon who rules the local region the kobolds inhabit.  Kobold Draconians provide leadership to other kobolds, as well as teaching their community how to more closely serve their dragon masters.  Of course, not all kobolds appreciate this guidance, and many view the Kobold Draconians as zealots and madmen -- sort of the sandle-wearing, heavily bearded, "end is nigh" types of the kobold community.  Not that kobolds can grow beards.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


Physically, Kobold Draconians look no different than other kobolds, except for how they dress.  They favor robes and staves, rather than armor and weapons.  They tend to be smarter than their brethren, but weaker, and lack some of the clever tricks the warriors of their community use in combat.
| Description = {{:Kobolds}}


: Kobold Draconians are kobolds who have been granted divine powers by their draconic patron.  This patron is nearly always the dragon who rules the local region the kobolds inhabit.  Kobold Draconians provide leadership to other kobolds, as well as teaching their community how to more closely serve their dragon masters.  Of course, not all kobolds appreciate this guidance, and many view the Kobold Draconians as zealots and madmen -- sort of the sandle-wearing, heavily bearded, "end is nigh" types of the kobold community.  Not that kobolds can grow beards.


=== GENERAL ===
: Physically, Kobold Draconians look no different than other kobolds, except for how they dress.  They favor robes and staves, rather than armor and weapons.  They tend to be smarter than their brethren, but weaker, and lack some of the clever tricks the warriors of their community use in combat.
'''CR''' 4  '''Hit Dice''' 5


'''XP''' 1,200
| Alignment = Lawful Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


LE Small Humanoid (Reptilian)
| Size = Small
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Init''' +2; '''Senses''' Darkvision 60 ft., Perception +6
| Type = Humanoid
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


| Subtype = Reptilian
  <!--If any-->


=== DEFENSE ===
| NudgeInit =  
'''AC''' 19, '''touch''' 13, '''flat-footed''' 16 (+3 armor, +3 dex, +3 natural, +0 deflection)
  <!--CR 4 INITIATIVE = +2 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''hp''' 45
| Senses = [[Standard Darkvision]] 60 ft.
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


'''Fort''' +3, '''Ref''' +3, '''Will''' +7
| NudgePerception =
  <!--CR 4 PERCEPTION = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Aura:''' -
| NudgeAC = -1
  <!--CR 4 AC = 20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''SR:''' -  
| NudgeTouchAC =
  <!--CR 4 TOUCH AC = 13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' ER 10/special -- the same energy type as their breath weapon
| NudgeFFAC = -1
  <!--CR 4 FLAT-FOOTED AC = 17 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:''' -
| NudgeHitPoints = -5
  <!--CR 4 HIT POINTS = 50 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Weaknesses:''' -


<!--  SAVING THROWS  -->


=== OFFENSE ===
| Fort =  
'''Speed''' 30 ft.
| Refl =  
| Will = S
  <!--CR 4 STRONG SAVE = +7; WEAK SAVE = +3 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Single Melee''' Staff +5 (1d8+4/19-20x2)
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Full Melee''' 2x Staff +5 (1d8+4/19-20x2)
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Ranged''' -
| SpecialDefenses = ER 10/special -- the same energy type as their breath weapon
  <!--Put any DR or ER values here-->


'''Special Attacks''' Shifty, Breath Weapon, Draconic Blessing
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Action Points''' 0
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


| MoveTypes = Walk 30 ft.
  <!--Other move types as needed-->


=== STATISTICS ===
| NudgeReach =  
Str 10, Dex 12, Con 14, Int 10, Wis 12, Cha 18
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


'''Base Atk''' +4; '''CMB''' +7; '''CMD''' 17


'''Feats''' -


'''Skills''' Stealth +6
<!--  GENERAL ATTACK INFORMATION  -->


'''Languages''' Common, Draconic
| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


=== SPECIAL ABILITIES ===
| IgnoreSecondary =  
; Shifty (Ex)
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)-->
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.




; Breath Weapon (Su)
Once per round as a standard action, the kobold draconian may make a breath weapon attack against nearby enemies.  The nature and effect of the breath weapon varies depending on the type of dragon to whom the kobold draconian has sworn patronage.  Any creature struck by the breath weapon may make a Reflex save (DC 13) to reduce the damage by half (round down).  Refer to the table below for details:


<!--  PRIMARY ATTACK INFORMATION  -->
| PriAtkName = Staff
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgePriToHit = -2
  <!--CR 4 PRIMARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgePriDamage =
  <!--CR 4 PRIMARY NATURAL DAMAGE = 1d8+4 -->
  <!--CR 4 PRIMARY MELEE DAMAGE = 1d8+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SECONDARY ATTACK INFORMATION  -->
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeSecToHit =
  <!--CR 4 SECONDARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeSecDamage =
  <!--CR 4 SECONDARY NATURAL DAMAGE = 1d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  TERTIARY ATTACK INFORMATION  -->
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeTerToHit =
  <!--CR 4 TERTIARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeTerDamage =
  <!--CR 4 TERTIARY NATURAL DAMAGE = 1d8+4 -->
  <!--CR 4 TERTIARY MELEE DAMAGE = 1d8+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  QUATERNARY ATTACK INFORMATION  -->
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeQuaToHit =
  <!--CR 4 QUATERNARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeQuaDamage =
  <!--CR 4 QUATERNARY NATURAL DAMAGE = 1d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  RANGED ATTACK INFORMATION  -->
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeRangedToHit =
  <!--CR 4 RANGED TO-HIT = +8 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeRangedDamage =
  <!--CR 4 RANGED DAMAGE = 1d8+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  ABILITY SCORES  -->
| Str = 10
| Dex = 12
| Con = 14
| Int = 10
| Wis = 12
| Cha = 18
| NudgeCMB =
  <!--CR 4 CMB = +7 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
| NudgeCMD = -1
  <!--CR 4 CMD = 18 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
<!--  FEATS  -->
| Feat1 = 
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
<!--  SKILLS  -->
| Skill1 = Stealth
| Skill2 =
| Skill3 =
| Skill4 =
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 4 SKILLS = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
<!--  LANGUAGES  -->
| Languages = Common, Draconic
  <!--Comma-separated list-->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
<!--  SPECIAL ABILITY 1  -->
| Ability-1-Name = Shifty
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
| Ability-1-Description = 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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special1SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special1StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 2  -->
| Ability-2-Name = Breath Weapon
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-2-Description = Once per round as a standard action, the kobold draconian may make a breath weapon attack against nearby enemies.  The nature and effect of the breath weapon varies depending on the type of dragon to whom the kobold draconian has sworn patronage.  Any creature struck by the breath weapon may make a Reflex save (DC {{#var:Special2SaveDC}}) to reduce the damage by half (round down).  Refer to the table below for details:
{{#!:
:{| border="1" cellpadding="5" style="text-align:left"
:{| border="1" cellpadding="5" style="text-align:left"
! Patron Dragon Type !! Area of Effect !! Damage !! Energy Type
! Patron Dragon Type !! Area of Effect !! Damage !! Energy Type
|-
|-
| Black || 30 ft. Line || 2d6+1 || Acid
| Black || 30 ft. Line || {{#var:Special2StandardDmg}} || Acid
|-
|-
| Blue || 30 ft. Line || 2d6+1 || Electricity
| Blue || 30 ft. Line || {{#var:Special2StandardDmg}} || Electricity
|-
|-
| Green || 15 ft. Cone || 2d6+1 || Acid
| Green || 15 ft. Cone || {{#var:Special2StandardDmg}} || Acid
|-
|-
| Red || 15 ft. Cone || 2d6+1 || Fire
| Red || 15 ft. Cone || {{#var:Special2StandardDmg}} || Fire
|-
|-
| White || 15 ft. Cone || 2d6+1 || Cold
| White || 15 ft. Cone || {{#var:Special2StandardDmg}} || Cold
|}
|}
}}
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special2SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special2StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 3  -->
| Ability-3-Name = Draconic Blessing
| Ability-3-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Concentration = S
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Description = Once per encounter as a standard action, the Kobold Draconian may bestow a blessing on all allied kobolds within 50 feet, including himself.  The blessing increases the distance of the Shifty ability to 10 feet instead of 5 feet for all affected kobolds.  This blessing ends immediately upon the death of the Draconian, or at the end of the encounter, whichever is first.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special3SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special3StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 4  -->
| Ability-4-Name =
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special4SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special4StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 5  -->
| Ability-5-Name =
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special5SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special5StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 6  -->
| Ability-6-Name =
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special6SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special6StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 7  -->
| Ability-7-Name =
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special7SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special7StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 8  -->
| Ability-8-Name =
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special8SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special8StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 9  -->
| Ability-9-Name =
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special9SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special9StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  COMBAT TACTICS  -->
| CombatTactics = Kobold Draconians are typically found in a pack of Kobold Warriors, rather than groups of other Draconians.  Indeed, groups of Draconians are highly contentious, as each seeks to prove his devotion to their dragon master is the greater, frequently resulting in one Draconian killing the others. They are kobolds, after all, so rarely do they confront each other in what anyone might call a "fair fight".
:In combat, Draconians will lead off by casting Draconic Blessing, moving out of combat to cast it if necessary.  They will then maneuver to optimize their breath weapon's effects against the enemies.  They will use shifty to ensure foes have a difficult time making full attacks against them.


:Kobold Draconians will flee a hopeless combat if they feel they can do so without someone else to witness their cowardice.  If there are witnesses, or if they believe their dragon master might be threatened by the enemy they face, they will always fight to the death.


; Draconic Blessing (Sp)
Once per encounter as a standard action, the Kobold Draconian may bestow a blessing on all allied kobolds within 50 feet, including himself.  The blessing increases the distance of the Shifty ability to 10 feet instead of 5 feet for all affected kobolds.  This blessing ends immediately upon the death of the Draconian, or at the end of the encounter, whichever is first.  Since this is a spell-like ability, it provokes AoO's, so a concentration check must be made to combat-cast it (Concentration: d20+8 vs. a DC of 19).  Given the high likelihood of this roll failing, the Draconian will work hard to cast it beyond any threatened areas.




=== TREASURE ===
sell value of approximately 1,125 gp


<!--  OUT OF COMBAT  -->


=== COMBAT TACTICS ===
| OutOfCombat =  
Kobold Draconians are typically found in a pack of Kobold Warriors, rather than groups of other Draconians.  Indeed, groups of Draconians are highly contentious, as each seeks to prove his devotion to their dragon master is the greater, frequently resulting in one Draconian killing the others. They are kobolds, after all, so rarely do they confront each other in what anyone might call a "fair fight".


In combat, Draconians will lead off by casting Draconic Blessing, moving out of combat to cast it if necessary.  They will then maneuver to optimize their breath weapon's effects against the enemies.  They will use shifty to ensure foes have a difficult time making full attacks against them.


Kobold Draconians will flee a hopeless combat if they feel they can do so without someone else to witness their cowardice.  If there are witnesses, or if they believe their dragon master might be threatened by the enemy they face, they will always fight to the death.
}}

Revision as of 22:01, 21 June 2016

Kobold Draconian (CR 4)

Lawful Evil - Small - Humanoid (Reptilian)
Lore: Know (Local)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
17 +7
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
19
Man Def
Shield Icon 3.png
19
Monster Health
56 28 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +2
Refl: +2
Will: +7

Strong Against:

  • ER 10/special -- the same energy type as their breath weapon
Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+5
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Staff +5 (1d8+3/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Staff +5 (1d8+3/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

10
STR
12
DEX
14
CON
10
INT
12
WIS
18
CHA

Skills:

Languages: Common, Draconic

Feats:

Special Abilities

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.

Breath Weapon (Su)

Once per round as a standard action, the kobold draconian may make a breath weapon attack against nearby enemies. The nature and effect of the breath weapon varies depending on the type of dragon to whom the kobold draconian has sworn patronage. Any creature struck by the breath weapon may make a Reflex save (DC ) to reduce the damage by half (round down). Refer to the table below for details:

Patron Dragon Type Area of Effect Damage Energy Type
Black 30 ft. Line Acid
Blue 30 ft. Line Electricity
Green 15 ft. Cone Acid
Red 15 ft. Cone Fire
White 15 ft. Cone Cold
Draconic Blessing (Sp)
  • Concentration: 1d20 + 11 vs. a DC of 19 (8 needed on the die)

Once per encounter as a standard action, the Kobold Draconian may bestow a blessing on all allied kobolds within 50 feet, including himself. The blessing increases the distance of the Shifty ability to 10 feet instead of 5 feet for all affected kobolds. This blessing ends immediately upon the death of the Draconian, or at the end of the encounter, whichever is first.

Kobold Draconian

Kobold Draconian

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 Draconians are kobolds who have been granted divine powers by their draconic patron. This patron is nearly always the dragon who rules the local region the kobolds inhabit. Kobold Draconians provide leadership to other kobolds, as well as teaching their community how to more closely serve their dragon masters. Of course, not all kobolds appreciate this guidance, and many view the Kobold Draconians as zealots and madmen -- sort of the sandle-wearing, heavily bearded, "end is nigh" types of the kobold community. Not that kobolds can grow beards.
Physically, Kobold Draconians look no different than other kobolds, except for how they dress. They favor robes and staves, rather than armor and weapons. They tend to be smarter than their brethren, but weaker, and lack some of the clever tricks the warriors of their community use in combat.

Combat Tactics

Kobold Draconians are typically found in a pack of Kobold Warriors, rather than groups of other Draconians. Indeed, groups of Draconians are highly contentious, as each seeks to prove his devotion to their dragon master is the greater, frequently resulting in one Draconian killing the others. They are kobolds, after all, so rarely do they confront each other in what anyone might call a "fair fight".

In combat, Draconians will lead off by casting Draconic Blessing, moving out of combat to cast it if necessary. They will then maneuver to optimize their breath weapon's effects against the enemies. They will use shifty to ensure foes have a difficult time making full attacks against them.
Kobold Draconians will flee a hopeless combat if they feel they can do so without someone else to witness their cowardice. If there are witnesses, or if they believe their dragon master might be threatened by the enemy they face, they will always fight to the death.

Out of Combat

Rewards

XP: 1,200

Treasure: Sellable Goods worth 1,188 gp.

Weight: 40 lbs.     Volume: 1.6 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)