Kobold Skirmisher

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Kobold Skirmisher (D&D4E Conversion Example)

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.


GENERAL

CR 1 Hit Dice 2

XP 400

LE small humanoid

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


DEFENSE

AC 14, touch 13, flat-footed 11 (+3 dex, +1 armor (hide jerkin))

hp 16

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 +4 (1d6/x2)

Full Melee Spear +4 (1d6/x2)

Ranged -

Special Attacks Sneak Attack, Mob Attack, Shifty

Action Points 0


STATISTICS

Str 8, Dex 16, Con 11, Int 6, Wis 10, Cha 15

Base Atk +1; CMB +5; CMD 15

Feats -

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

Languages Common, Draconic


SPECIAL ABILITIES

Sneak Attack

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

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


Shifty

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.