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There is a Legacy version here.

PFS StandardKobold Scout

Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, those trained for stalking and hunting. They're also often in the thick of the fighting when a warren is invaded, buying time for their comrades to set up various traps and deadfalls.

Recall Knowledge - Humanoid (Society): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Kobold ScoutCreature -1

Small Humanoid Kobold 
Source Monster Core pg. 210
Perception +8; darkvision
Languages Common, Sakvroth
Skills Acrobatics +5, Crafting +1, Nature +4, Stealth +5, Survival +4
Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +1
Items crossbow (20 bolts), leather armor, shortsword
AC 14; Fort +3, Ref +7, Will +4; +1 circumstance to all defenses vs. traps
HP 6
Speed 25 feet
Melee [one-action] shortsword +7 [+3/-1] (agile, finesse, versatile S), Damage 1d6-2 piercingRanged [one-action] crossbow +7 [+2/-3] (range increment 120 feet, reload 1), Damage 1d8-2 piercingConstruct Trap [three-actions] (manipulate) The kobold scout creates a rudimentary trap on any square adjacent to it. This must be on a surface, such as a floor, wall, or ceiling. The trap activates the next time a creature moves adjacent to it. The creature takes 1d6 piercing damage and 1 persistent bleed damage with a DC 14 basic Reflex save. The trap is destroyed when activated or after 1 hour, whichever comes first. The scout typically carries enough raw materials to make one trap.Scamper [one-action] Requirements The kobold scout is adjacent to at least one enemy; Effect The kobold scout Strides up to their Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that's not adjacent to any enemy.Sneak Attack The kobold scout deals an extra 1d6 precision damage to off-guard creatures.

All Monsters in "Kobold"

NameLevel
Dark Talon Kobold2
Kobold Cavern Mage2
Kobold Scout1
Kobold Tunnelrunner0
Kobold Warrior-1

Kobold

Source Monster Core pg. 210
Kobolds are small reptilian humanoids. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

Kobolds are diligent and hardworking creatures. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniacal leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power they generally lack. Notably, kobold eggs left in the proximity of magical creatures or places tend to absorb similar traits from the exposure. The resulting physical changes mark the appearance of each tribe, but a few lucky kobolds are also born with magical power that reflects their tribe's patron.

Sidebar - Additional Lore Magically Morphic

Kobold eggs can absorb the traits of more powerful creatures, and cunning kobold parents take full advantage of this to give their children the best shot at life. Dragons are the favored target for this process, a habit dragons seem willing to indulge, but many kobolds find themselves with different patrons by choice or by force. Fiends, elementals, or fey prove effective as alternate choices. Some kobolds use ancient artifacts instead, though this has the issue of attracting thieves. Kobolds in the Darklands usually seek out subterranean dragons, but those who absorb the ambient energy instead emerge with warped forms and terrifying psychic abilities.

Sidebar - Locations Societal Dabblers

Numerous tribes of kobolds have been attracted to large cities, drawn by magical colleges or by the simple convenience of urban living. They often maintain their preference for subterranean dwellings, lurking in sewers or underground ruins. In Avistan, this tends to place them in a gray legal zone where city kobolds are generally accepted, but have few rights on paper. Kobolds in Absalom have begun to challenge this assumption, and others may follow suit.