Kobold Skirmisher: Difference between revisions

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m (Text replacement - " <!--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 {{#var:Special8...)
m (Text replacement - " <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> <!--Available Variables: {{#var:Special91ToHit}} To-Hit {{#var:Special...)
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| Ability-9-Description =  
| Ability-9-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  <!--Available Variables:  
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility9ToHit =
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
   {{Save-DC}}              {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
| NudgeAbility9TouchAttack =
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
   {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility9SaveDC =
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
  {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility9StandardDamage =
                                                        {{Ranged-Dmg}}
   <!--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 -->
 
| NudgeAbility9-AbilityDamage =
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
   <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility9-ManeuverOffense =
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->



Revision as of 19:46, 12 July 2019

Kobold Skirmisher (CR 1)

Lawful Evil - Small - Humanoid (Kobold)
Lore: Know (Local)
2 16
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
11 +1
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
15
Monster Health
31 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
Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+3
Sword Icon 3.png
Man Off
+4
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Spear +3 (1d4/19-20 x2)
    as piercing (physical, common)

Full Attack (Melee):

  • 3x Spear +3 (1d4/19-20 x2)
    as piercing (physical, common)

Standard Attack (Ranged):

  • 1x Thrown Spear +4 (1d4/19-20 x2)
    as piercing (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Full Attack (Ranged):

  • 3x Thrown Spear +4 (1d4/19-20 x2)
    as piercing (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Siege Damage: Not siege capable

Statistics

10
STR
12
DEX
11
CON
6
INT
10
WIS
15
CHA

Skills:

Languages: Common, Draconic

Feats:

Special Abilities

Sneak Attack (Ex)

If a kobold makes an attack against an unaware or flat-footed foe, he deals an extra as precision damage on a successful attack (as more piercing (physical, common) damage).

Mob Attack (Ex)

For each adjacent kobold ally, the kobold gains a +1 racial bonus to its to-hit rolls. This bonus may not exceed +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 Skirmisher

Kobold Skirmisher

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.

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: 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)