Adventuring Gear
View all assistive items.
Assistive Items
View all types of contracts.
Contracts (4)
Cursed Items
View all types of customizations.
Customizations (5)
Intelligent Items
View all types of services.
Services (6)
View all types of shields.
Shields (3)
Siege Weapons
View all types of wands.
Wands (3)
View all types of worn items.
Worn Items (5)

All Creatures
Abilities | Filter | 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

Duhgik, Kobold Trapsmith

After her tribe exiled her for not adhering to some of their more ruthless traditions, Duhgik was forced to live on the surface in the too-too bright sunshine. She found solace in the deep shade of the forest's tree canopy among the verdant foliage of various plants and edible mosses. Duhgik that the environment matched her own green scales well, and has since become an expert at hiding among the big-big trees.

When Duhgik found the cruelty of her old kobold tribe reflected in the cruelty of hunters and poachers in the forest, she set out on a personal mission to help the critters of the woods by disarming poachers' snares and setting up some of her own. She strives to rid her woods of the would-be hunters who only care about trophies and leave the rest of the animal to rot—what a waste. As long as visitors to her forest are kind to the land and animals, Duhgik leaves them alone.

Plot Hooks

Game Masters may consider the following plot hooks as a means of integrating Duhgik into any Pathfinder Second Edition game.
  • A local noble or prominent merchant hires the heroes, describing a terrible attack they suffered in the woods by a terrifying creature the last time they were out hunting game—likely an ogre, troll, or some other vicious creature. In truth, these claims are an exaggeration, and the embarrassed noble fell victim to one of Duhgik's traps and simply embellishes the threat to save face.
  • While traveling through the woods, the heroes come across a series of traps, each more dangerous than the last. A voice high in the trees tells them to flee or face the wrath of the “very-big-mean dragon” that protects the forest and its inhabitants.
  • Duhgik meets the heroes while on a trip into town to buy supplies and sell some of her snares to hunters she trusts to use them honorably. She asks them to help her with a particularly aggressive magical beast that has been avoiding her snares and killing all the wildlife near her home.

Recall Knowledge - Humanoid (Society): DC 32

Elite | Normal | Weak
Proficiency without Level

DuhgikCreature 6

Source No-Prep Character: Duhgik pg. 0
Female kobold snarecrafter
Perception +14; darkvision
Languages Common, Draconic, Dwarven, Gnomish, Undercommon
Skills Acrobatics +12, Crafting +15, Deception +12, Forest Lore +13, Medicine +10, Stealth +14, Survival +12
Str +2, Dex +4, Con +2, Int +5, Wis +4, Cha +2
Items +1 sling, alarm snare, biting snare (2), dagger, flare snare (2), lesser healing potion, nauseating snare, specialist snare kit
AC 24; Fort +11, Ref +17, Will +14
HP 66
Cringe ReactionReaction (emotion, kobold, mental, visual) Trigger A creature Duhgik is aware of critically succeeds on a Strike against her and would deal damage to her; Effect With pitiful posturing, she causes her foe to pull back a deadly attack. The attacking creature takes a –8 circumstance penalty to the damage of the triggering Strike. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to Duhgik's Cringe for 24 hours.
Speed 30
Melee Single ActionSingle Action dagger +12 [+8/+4] (agile, finesse, versatile S), Damage 1d4+4 piercingRanged Single ActionSingle Action sling +13 [+8/+3] (range 50 feet, reload 1), Damage 1d6+4 bludgeoningRemote Trigger Duhgik has learned how to trigger snares from afar, creating ranged hazards to assail her opponents and allowing her to disarm enemies' snares harmlessly. She can Strike a snare to trigger it prematurely. If she crafted the snare, she automatically hits. If someone else crafted it, she must attempt a ranged Strike against the Crafting DC, triggering the snare only if she hits.Sneak Attack Duhgik deals 1d6 extra precision damage to creatures that are flat-footed.Surprise Snare Two ActionsTwo Actions Duhgik installs one of her snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers, but it takes a –2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts.