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Kobold Trap Squad

Kobold trap squads generally protect their warrens, but these groups sometimes range outside of their lairs at the behest of a powerful patron. Their goals are usually to scout a given location, but they can be tasked with procuring an item or resource for the good of the warren.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Kobold Trap SquadCreature 4

Gargantuan Humanoid Kobold Troop 
Source Battlecry! pg. 184
Perception +11; darkvision
Languages Common, Sakvroth
Skills Acrobatics +12, Crafting +10, Survival +10
Str +1, Dex +4, Con +0, Int +0, Wis +2, Cha +2
AC 20; Fort +8, Ref +14, Will +11
HP 60 (4 segments); Thresholds 40 (3 segments), 20 (2 segments); Weaknesses area damage 5, splash damage 5
Troop Defenses
Speed 25 feet; troop movement
Spear Jabs [one-action] to [three-actions] Frequency once per round; Effect The kobold trap squad engages in a coordinated melee attack against all enemies in a 5-foot emanation, with a DC 18 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6 piercing damage
[two-actions] 2d6+4 piercing damage
[three-actions] 2d6+7 piercing damage
Group Scamper [one-action] Frequency once per round; Effect The kobolds Stride up to their Speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. If they end this movement with at least 1 segment adjacent to any enemy, the squad is off-guard until the beginning of its next turn.Hasty Traps [two-actions] (manipulate) The kobolds hastily prepare a handful of rudimentary traps in their vicinity until the beginning of their next turn. The next creature who moves adjacent to the trap squad triggers a trap and must attempt a DC 18 Reflex save. On a failure, the creature takes 1d4 persistent bleed damage (2d4 persistent bleed damage on a critical failure). A creature taking persistent bleed damage from Hasty Traps takes a –5-foot enhancement penalty to its Speed. This occurs to as many creatures as the kobold trap squad has segments when it performed the action, but a single creature can trigger only one trap per turn.Sling Barrage [two-actions] The kobolds draw their slings, then launch a ranged barrage of stones. This barrage is a 10-foot burst within 50 feet that deals 3d4 bludgeoning damage with a DC 18 basic Reflex save. When the squad is reduced to 2 segments, this area decreases to a 5-foot burst.

All Monsters in "Kobold"

NameLevel
Dark Talon Kobold2
Kobold Cavern Mage2
Kobold Earth Diver4
Kobold Egg Guardian3
Kobold Scout1
Kobold Trap Squad4
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.