All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


Kobold Trapper

Kobolds are skillful artisans, always inventing new traps and snares to defend their territory and ambush enemies. Kobold trappers enjoy showing off their crafting prowess on the battlefield.

Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

Kobold TrapperCreature 2

Small Humanoid Kobold 
Source NPC Core pg. 198
Perception +7; (9 to Seek for traps) darkvision
Languages Common, Sakvroth
Skills Acrobatics +5, Crafting +8, Stealth +7, Survival +7
Str +1, Dex +3, Con +1, Int +3, Wis +2, Cha +0
Booby-Trapped A kobold trapper protects items in their backpack with a booby trap. This booby trap requires a successful DC 18 Perception check to notice, and two successful DC 15 Thievery checks to disable. Accessing the backpack without disabling the trap destroys its contents, and splinters explode in a 10-foot burst centered on the backpack, dealing 3d6 piercing damage (DC 15 basic Reflex save).
Items formula book (containing formulas for three 1st- or 2nd-level snares), backpack, crossbow (20 bolts), leather armor, light hammer
AC 18; Fort +5, Ref +11, Will +8; +1 circumstance to all defenses vs. traps
HP 32
Speed 25 feet
Melee [one-action] light hammer +7 [+3/-1] (agile), Damage 1d6+1 bludgeoningMelee [one-action] claw +7 [+3/-1] (agile, unarmed), Damage 1d4+1 slashingRanged [one-action] crossbow +9 [+4/-1] (range increment 120 feet, reload 1), Damage 1d8 piercingRanged [one-action] light hammer +9 [+5/+1] (agile, thrown 20 feet), Damage 1d6+1 bludgeoningConstruct Trap [three-actions] (manipulate) The kobold trapper creates a rudimentary trap on a surface in an adjacent square. The trap activates the next time a creature moves adjacent to it. The creature takes 2d6 bludgeoning, piercing, or slashing damage (determined by the trapper when the trap is constructed) with a DC 18 basic Reflex save. On a failure, the creature also takes a –5 status penalty to all Speeds for 1 minute. The trap is destroyed when activated or after 8 hours, whichever comes first. A trapper typically carries enough raw materials to make six traps each day.

All Monsters in "Kobold"

NameLevel
Dark Talon Kobold2
Kobold Cavern Mage2
Kobold Earth Diver4
Kobold Egg Guardian3
Kobold Scout1
Kobold Trapper2
Kobold Tunnelrunner0
Kobold Warrior-1

Kobold

Source Monster Core pg. 210 1.1
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 Kobold Neighbors

Some kobolds live alongside other humanoids in both small villages and large cities. Many such settlements have found the need to establish clear laws to dissuade their kobold neighbors from impromptu construction work (especially in the middle of the night). A kobold who can turn their knack for building into a marketable asset can quickly become a prosperous business owner and pillar of the community.

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.