|
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| ===Kobold Spirit Caller=== | | ===Kobold Spirit Caller=== |
| {{4e Creature Top | | {{4e Creature Top |
− | |name= | + | |name=Kobold Spirit Caller |
− | |level= | + | |level=19 |
− | |role= | + | |role=Elite Controller (''Leader'') |
− | |size= | + | |size=Small |
− | |origin= | + | |origin=natural |
− | |type= | + | |type=humanoid |
− | |keywords=
| + | |xp=4,800 |
− | |xp= | + | |initiative=+12 |
− | |initiative= | + | |senses=Perception +13; ''darkvision'' |
− | |senses= | + | |aura1=Harrowing Spirits |
− | |aura1= | + | |aurarange1=3 |
− | |aurakeyword1=
| + | |auraeffect1=each enemy within the aura takes a -1 penalty to all defenses. |
− | |aurarange1= | + | |hp=352 |
− | |auraeffect1= | + | |bloodied=176 |
− | |aura2=
| + | |ac=35 |
− | |aurakeyword2=
| + | |fortitude=26 |
− | |aurarange2=
| + | |reflex=24 |
− | |auraeffect2=
| + | |will=27; see also ''trap sense'' |
− | |special=
| + | |immune/resist/vulnerable='''Resist 10 (''damage type of dragon served''), Necrotic |
− | |effect=
| + | |savingthrows=+2 (''+5 against ongoing damage'') |
− | |hp= | + | |speed=7 |
− | |bloodied= | + | |actionpoints=1 |
− | |ac= | |
− | |fortitude= | |
− | |reflex= | |
− | |will= | |
− | |immune/resist/vulnerable= | |
− | |savingthrows= | |
− | |speed= | |
− | |actionpoints= | |
| }} | | }} |
| {{4e Creature Power | | {{4e Creature Power |
− | |type= | + | |type={{BM}} |
− | |name= | + | |name=Dragon Staff |
− | |action= | + | |action=standard; at-will |
− | |recharge= | + | |keywords=Weapon |
− | |keywords= | + | |effect=+24 vs. AC; 2d6 +7 damage, plus ongoing 10 damage (''damage type of the dragon served-- save ends''). |
− | |effect= | + | }} |
| + | {{4e Creature Power |
| + | |type={{R}} |
| + | |name=Rising Spirit |
| + | |action=standard; at-will |
| + | |keywords=Necrotic |
| + | |effect=+23 vs. fortitude; '''Ranged''' 10; 3d6 +8 Necrotic damage, and the target is weakened (''save ends''). |
| + | }} |
| + | {{4e Creature Power |
| + | |type={{R}} |
| + | |name=Soul Drain |
| + | |action=standard |
| + | |recharge=recharge {{5}} {{6}} |
| + | |keywords=Healing, Necrotic |
| + | |effect=+23 vs. fortitude; '''Ranged''' 5; 3d8 +8 Necrotic damage, and the target is stunned (''save ends''). The kobold spirit caller regains a number of hit points equal to the damage dealt. |
| + | }} |
| + | {{4e Creature Power |
| + | |name=Call Spirit |
| + | |action=minor 2/ encounter |
| + | |recharge=''recharge when spirit drops to 0 hit points''; at-will |
| + | |effect=The kobold spirit caller summons a kobold spirit in an unoccupied space within 5 squares. |
| }} | | }} |
| {{4e Creature Power | | {{4e Creature Power |
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Line 665: |
| }} | | }} |
| {{4e Creature Bottom | | {{4e Creature Bottom |
− | |alignment= | + | |alignment=Evil |
− | |languages= | + | |languages=Common, Draconic |
− | |skills= | + | |skills=Arcana +17; Stealth +17; Thievery +17 |
− | |feats=
| + | |strength=14 |
− | |strength= | + | |strbonus=+11 |
− | |strbonus=+ | + | |dexterity=17 |
− | |dexterity= | + | |dexbonus=+12 |
− | |dexbonus=+ | + | |wisdom=18 |
− | |wisdom= | + | |wisbonus=+13 |
− | |wisbonus=+ | + | |constitution=17 |
− | |constitution= | + | |conbonus=+12 |
− | |conbonus=+ | + | |intelligence=16 |
− | |intelligence= | + | |intbonus=+12 |
− | |intbonus=+ | + | |charisma=16 |
− | |charisma= | + | |chabonus=+12 |
− | |chabonus=+ | + | |equipment=Hide armor, staff, ritual book/ 3 rituals |
| }} | | }} |
| + | |
| + | ====Kobold Spirit Caller Tactics==== |
| + | |
| + | The kobold spirit caller is the shaman of the kobold clans, and their innate ability to summon minor kobold underlings gives them an utter advantage as a leader. They also use some of these spirits to bog down their enemies' guard. When a spirit caller becomes low on health, it will use ''Soul Drain''-- taking off some of its adversaries' vitality to fuel its own. |
| | | |
| ====Kobold Spirits==== | | ====Kobold Spirits==== |
| {{4e Creature Top | | {{4e Creature Top |
− | |name= | + | |name=Kobold Spirit |
− | |level= | + | |level=14 |
− | |role= | + | |role=Elite Minoin (''Skirmisher'') |
− | |size= | + | |size=Small |
− | |origin= | + | |origin=natural |
− | |type= | + | |type=humanoid |
− | |keywords= | + | |keywords=undead |
− | |xp= | + | |xp=600, or 100 if summoned by kobold spirit caller |
− | |initiative= | + | |initiative=+15 |
− | |senses= | + | |senses=Perception +9; ''darkvision'' |
− | |aura1=
| + | |hp=1; a missed attack never damages a minion |
− | |aurakeyword1=
| + | |ac=30 |
− | |aurarange1=
| + | |fortitude=23 |
− | |auraeffect1=
| + | |reflex=23 |
− | |aura2=
| + | |will=23; see also ''trap sense'' |
− | |aurakeyword2=
| + | |savingthrows=+2 |
− | |aurarange2=
| + | |speed=6 (''ghost walk'') |
− | |auraeffect2=
| + | |actionpoints=1 |
− | |special=
| |
− | |effect=
| |
− | |hp= | |
− | |bloodied=
| |
− | |ac= | |
− | |fortitude= | |
− | |reflex= | |
− | |will= | |
− | |immune/resist/vulnerable=
| |
− | |savingthrows= | |
− | |speed= | |
− | |actionpoints= | |
− | }}
| |
− | {{4e Creature Power
| |
− | |type=
| |
− | |name=
| |
− | |action=
| |
− | |recharge=
| |
− | |keywords=
| |
− | |effect=
| |
| }} | | }} |
| {{4e Creature Power | | {{4e Creature Power |
− | |name=Mob Attack | + | |type={{BM}} |
− | |effect=The kobold spirit gains a +1 bonus to attack rolls per kobold ally adjacent to the target. | + | |name=Spirit Blade |
| + | |action=standard; at-will |
| + | |effect=+17 vs. fortitude; 1d10 +6 damage, and the kobold spirit gains a +1 bonus to all defenses (''except AC'') until the start of its next turn. |
| }} | | }} |
| {{4e Creature Power | | {{4e Creature Power |
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| }} | | }} |
| {{4e Creature Bottom | | {{4e Creature Bottom |
− | |alignment= | + | |alignment=Evil |
− | |languages= | + | |languages=Common, Draconic |
− | |skills= | + | |skills=Endurance +14; Stealth +16 |
− | |feats=
| + | |strength=12 |
− | |strength= | + | |strbonus=+8 |
− | |strbonus=+ | + | |dexterity=18 |
− | |dexterity= | + | |dexbonus=+11 |
− | |dexbonus=+ | + | |wisdom=14 |
− | |wisdom= | + | |wisbonus=+9 |
− | |wisbonus=+ | + | |constitution=15 |
− | |constitution= | + | |conbonus=+9 |
− | |conbonus=+ | + | |intelligence=5 |
− | |intelligence= | + | |intbonus=+4 |
− | |intbonus=+ | + | |charisma=10 |
− | |charisma= | + | |chabonus=+7 |
− | |chabonus=+ | + | |equipment=Short sword |
| }} | | }} |
| + | |
| + | ====Kobold Spirit Tactics==== |
| + | |
| + | Not having much control over themselves, the kobold spirits will deliver attacks and give other kobold allies the benefit of ''Mob Attack.'' |
| | | |
| ===Kobold (Variant) Lore=== | | ===Kobold (Variant) Lore=== |
Revision as of 21:38, 18 February 2011
Kobolds (Variant)
Kobolds are dinosaur-like reptilian humanoids that are extremely dexterous and clever trapmakers. Some kobolds have evolved more idealistic approaches to acquiring new combat skills, such as mounting on the backs of dragons, leading a battalion of kobold underlings, or summoning kobold spirits to harry their foes.
Kobold Skirmisher (Variant)
Kobold Skirmisher Level 11 Skirmisher
|
Small Natural Humanoid XP 600
|
Initiative +11
|
Senses Perception +6; darkvision
|
|
|
|
HP 110; Bloodied 55
|
|
|
AC 25; Fortitude 19, Reflex 21, Will 20; see also trap sense
|
|
|
Speed 7
|
|
Spear (standard; at-will) ♦ Weapon
|
+16 vs. AC; 2d6 +5 damage
|
Javelin (standard; at-will) ♦ Weapon
|
+16 vs. AC; ranged 5/10; 1d8 +5 damage
|
Combat Advantage
|
The kobold skirmisher deals an extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against.
|
Mob Attack
|
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
|
Shifty (minor; at-will)
|
The kobold shifts 1 square
|
Trap Sense
|
The kobold gains a +2 bonus to all defenses against traps.
|
Alignment Evil
|
Languages Common, Draconic
|
Skills Acrobatics +12; Stealth +14; Thievery +14
|
|
|
|
Str 12 (+6)
|
Dex 18 (+9)
|
Wis 12 (+6)
|
Con 14 (+7)
|
Int 7 (+3)
|
Cha 17 (+8)
|
Equipment Hide armor, spear, 5 javelins
|
|
|
Kobold Skirmisher Tactics
Like its lesser counterparts, kobold skirmishers take advantage of its environment to hole their enemies into a tight group to use Mob Attack.
Kobold Dragonshield (Variant)
Kobold Dragonshield Level 12 Soldier
|
Small natural humanoid XP 700
|
Initiative +11
|
Senses Perception +8; darkvision
|
|
|
|
HP 119; Bloodied 59
|
|
|
AC 28; Fortitude 21, Reflex 21, Will 20; see also trap sense
|
Resist 10 (damage type of dragon served)
|
|
Speed 6
|
|
Short Sword (standard; at-will) ♦ Weapon
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+19 vs. AC; 2d6 +5 damage, and the target is marked until the end of the kobold dragonshield’s next turn.
|
Iron Bulwark (Standard; encounter) ♦ Weapon
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+19 vs. AC; 3d8 +5 damage, and the dragonshield gains a +2 bonus to AC until the end of its next turn.
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Dragonshield Tactics (Immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
|
The kobold dragonshield shifts 1 square.
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Mob Attack
|
The kobold dragonshield gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
|
Shifty (minor; at-will)
|
The kobold shifts 1 square
|
Trap Sense
|
The kobold gains a +2 bonus to all defenses against traps.
|
Alignment Evil
|
Languages Common, Draconic
|
Skills Acrobatics +12; Stealth +14; Thievery +14
|
|
|
|
Str 17 (+9)
|
Dex 17 (+9)
|
Wis 15 (+8)
|
Con 15 (+8)
|
Int 11 (+6)
|
Cha 13 (+7)
|
Equipment Scale armor, heavy shield, short sword
|
|
|
Kobold Dragonshield Tactics
Like their lesser counterparts, dragonshields keep the fight away from their weaker allies to take advantage and to turn the tide against their enemies whenever they get the chance. They are fierce fighters, and they will fight to the death if they have to.
Kobold Dragon Sorcerer
Kobold Dragon Sorcerer Level 13 Artillery (Leader)
|
Small natural humanoid XP 800
|
Initiative +8
|
Senses Perception +8; darkvision
|
|
|
|
HP 100; Bloodied 50
|
|
|
AC 25; Fortitude 21, Reflex 20, Will 21; see also trap sense
|
Resist 10 (damage type of dragon served)
|
|
Speed 6
|
|
Wyrmstaff (standard; at-will) ♦ Fire, Weapon
|
+20 vs. AC; 1d10 +5 damage, plus ongoing 10 Fire damage (save ends).
|
Wyrmstaff Shockwave (standard; at-will) ♦ Thunder
|
+16 vs. Reflex; Close Burst 3; 2d6 +5 thunder damage, and the target is pushed 2 squares. Miss: The target is pushed 1 square.
|
Tempest Breath (standard; encounter) ♦ Acid
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+16 vs. Reflex; Close Blast 3; 2d8 +5 Acid damage, and the target cannot gain combat advantage against any creature until the end of the kobold’s next turn. In addition, the kobold gains concealment.
|
Serpentine Blast (standard; daily) ♦ Lightning
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+18 vs. Reflex; Ranged 10; 3d10 +5 Lightning damage. The attack ignores cover and concealment, but not superior cover or total concealment.
|
Mob Attack
|
The kobold dragon sorcerer gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
|
Shifty (minor; at-will)
|
The kobold shifts 1 square
|
Trap Sense
|
The kobold gains a +2 bonus to all defenses against traps.
|
Alignment Evil
|
Languages Common, Draconic
|
Skills Acrobatics +11; Arcana +12; Stealth +13; Thievery +13
|
|
|
|
Str 14 (+8)
|
Dex 15 (+8)
|
Wis 14 (+8)
|
Con 16 (+9)
|
Int 13 (+7)
|
Cha 17 (+9)
|
Equipment Hide armor, staff, spell book
|
|
|
Kobold Dragon Sorcerer Tactics
With a plethora of spells and knowledge, the dragon sorcerer functions as a magic buffer-- striking its opponents with volatile twines of lightning or delivering fiery blows with its beloved staff. It utilizes its movements to force its enemies to think differently before committing to a single plan.
Kobold Brute
Kobold Brute Tactics
A bit taller than an average human, these creatures look more like troglodytes. Their brute force makes them fierce, and it's their ground-shaking slam that adds to their ferocity.
Kobold Battle Chief
Kobold Battle Chief Tactics
Adept in warfare, the battle chief leads into battle with its battle cry, which empowers its allies. It will use Relive the Moment sparingly and only when it is absolutely needed. They are also good solitary fighters, but prefer the battle to be as close to its allies as best as it can.
Malgeby, Scion of Kurtulmak
Malgeby, Scion of Kurtulmak Level 16 Solo Controller
|
Small natural humanoid XP 7,000
|
Initiative +12
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Senses Perception +16; darkvision
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Kurtulmak's Vengeance (Necrotic) aura 2; All enemies within the aura take 5 Necrotic damage at the start of Malgeby’s turn.
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|
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HP 765; Bloodied 382
|
|
Regeneration 5 (If Malgeby takes Radiant damage, regeneration does not function until the end of his next turn)
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AC 34; Fortitude 27, Reflex 26, Will 25; see also trap sense
|
Resist 10 Acid, Cold, Fire, Lightning, Poison, Necrotic, Thunder
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Saving Throws +5
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Speed 7; fly 5 (hover)
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Action Points 2
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Dragon Staff (standard; at-will) ♦ Fire, Necrotic, Weapon
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+21 vs. AC; 2d8 +8 damage, plus 2d6 Necrotic and Fire damage.
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Double Tap (standard; at-will) ♦ Thunder
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Malgeby makes two dragon staff attacks against one or two different targets. If both attacks hit, the target takes an additional 1d10 Thunder damage and pushed 2 squares.
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Caustic Spit (standard; at-will) ♦ Acid
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+20 vs. reflex; Ranged 5; 3d8 +6 Acid damage, and the target cannot benefit from concealment or cover until the end of Malgeby’s next turn.
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Ribbons of Binding Ice (standard; recharge ) ♦ Cold
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+18 vs. fortitude; Close Burst 4; 3d10 +6 Cold damage, and the target is immobilized (save ends). While immobilized, the target takes 2d8 Cold damage at the start of Malgeby’s next turn. Aftereffect: The target is slowed and takes ongoing 5 Cold damage (save ends both).
|
Thunder Leap (standard; encounter) ♦ Thunder
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+18 vs. reflex; Close Burst 2; 4d12 +6 Thunder damage, and Malgeby can jump 10 squares. This movement does not provoke opportunity attacks. When he lands, all enemies adjacent to him are pushed 3 squares and knocked prone.
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Lightning Vortex (standard; recharge when first bloodied) ♦ Lightning
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+18 vs. fortitude; Area Burst 3; 4d10 +6 Lightning damage, and the target is stunned until the end of Malgeby’s next turn. Miss: Half damage, and the target is weakened (save ends). Aftereffect: Ongoing 10 (Miss: 5) Lightning damage (save ends).
|
Darkness on the Horizon (minor; encounter) ♦ Necrotic
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+18 vs. will; Area Burst 2; The target is dazed and treats each square occupied as difficult terrain (save ends both). The target also takes ongoing 10 Necrotic damage as long as it is dazed.
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Combat Advantage
|
Malgeby deals an extra 2d8 damage on melee attacks against any target he has combat advantage against.
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Mob Attack
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Malgeby gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
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Shifty (minor; at-will)
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Malgeby shifts 1 square
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Trap Sense
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Malgeby gains a +3 bonus to all defenses against traps.
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Alignment Evil
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Languages Common, Draconic
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Skills Acrobatics +17; Arcana +16; Endurance +16; Perception +16; Stealth +17; Thievery +17
|
|
|
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Str 16 (+11)
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Dex 19 (+12)
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Wis 17 (+11)
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Con 17 (+11)
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Int 16 (+11)
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Cha 15 (+10)
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Equipment Hide armor, quarterstaff, arcane orb
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|
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Malgeby Tactics
As the ringleader of his clan, Malgeby is a close range and distant adversary and a difficult moving target. He uses Darkness on the Horizon whenever he has his enemies grouped together to confuse them of their surroundings. When he's in a tight spot, he'll use Thunder Leap to get out of harm's way quickly. In a tight battle, he'll use whatever power he can to suffice the change in morale, even when things could look grim. He is a sophisticated individual, so he is best suited for sophisticated campaigns.
Kobold Dragon Rider
Kobold Dragon Rider Level 17 Elite Skirmisher
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Small natural humanoid XP 3,200
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Initiative +13
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Senses Perception +11; darkvision
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Dragon Empathy aura 3; The kobold dragon rider can make an active diplomacy check with a +2 bonus to ride a dragon within its aura as a free action. The check is against the dragon’s Will.
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|
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HP 320; Bloodied 160
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|
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AC 33; Fortitude 25, Reflex 25, Will 24; see also trap sense
|
'Resist 10 (damage type of dragon served)
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Saving Throws +2
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Speed 8
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Action Points 1
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Dragon Blade (standard; at-will) ♦ Weapon
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+22 vs. AC; 2d8 +7 damage, plus ongoing 10 damage (damage type of dragon served-- save ends).
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Dragon's Claw (standard; at-will)
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+20 vs. reflex; 1d10 +7 damage, and the target is marked until the end of the kobold dragon rider’s next turn.
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Dragon Orb (standard; recharge )
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+20 vs. reflex; Ranged 10; 2d6 +8 damage (damage type of dragon served), and the target is immobilized (save ends).
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Mob Attack
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The kobold dragon rider gains a +1 bonus to attack rolls per kobold ally adjacent to the target. If the kobold is mounted, the mounted creature also gains this bonus.
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Mounted Combatant
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The kobold dragon rider can make attacks while riding a dragon—the kobold’s reach is all squares adjacent to the dragon in this fashion. While mounted, the kobold occupies the same space as the dragons. The kobold can choose to depart from its mount as a move action and reappear in a space adjacent to its mount. It can get back onto its mount as another move action. The dragon makes its turn directly after the kobold’s turn.
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Shifty (minor; at-will)
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The kobold shifts 1 square. If the kobold is mounted, the mounted creature shifts instead.
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Trap Sense
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The kobold gains a +2 bonus to all defenses against traps. If the kobold is mounted, the mounted creature gains this bonus instead.
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Alignment Evil
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Languages Common, Draconic
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Skills Acrobatics +14; Diplomacy +17; Stealth +16; Thievery +16
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|
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Str 16 (+11)
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Dex 17 (+11)
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Wis 16 (+11)
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Con 16 (+11)
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Int 15 (+10)
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Cha 18 (+12)
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Equipment Scale armor, broadsword, spiked gauntlet
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|
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Kobold Dragon Rider Tactics
True to its name, the Kobold dragon rider enters combat mounted on a Large or Huge dragon or dragon-related beast. If it doesn't have a creature to mount on, it gets itself close to one to utilize Dragon Empathy. Once mounted, the kobold and its creature it is riding begin to wreak havoc by combined melee and ranged attacks, making it a deadly duo for both combat tactics.
Kobold Spirit Caller
Kobold Spirit Caller Level 19 Elite Controller (Leader)
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Small natural humanoid XP 4,800
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Initiative +12
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Senses Perception +13; darkvision
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Harrowing Spirits aura 3; each enemy within the aura takes a -1 penalty to all defenses.
|
|
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HP 352; Bloodied 176
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|
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AC 35; Fortitude 26, Reflex 24, Will 27; see also trap sense
|
Resist 10 (damage type of dragon served), Necrotic
|
Saving Throws +2 (+5 against ongoing damage)
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Speed 7
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Action Points 1
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Dragon Staff (standard; at-will) ♦ Weapon
|
+24 vs. AC; 2d6 +7 damage, plus ongoing 10 damage (damage type of the dragon served-- save ends).
|
Rising Spirit (standard; at-will) ♦ Necrotic
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+23 vs. fortitude; Ranged 10; 3d6 +8 Necrotic damage, and the target is weakened (save ends).
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Soul Drain (standard; recharge ) ♦ Healing, Necrotic
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+23 vs. fortitude; Ranged 5; 3d8 +8 Necrotic damage, and the target is stunned (save ends). The kobold spirit caller regains a number of hit points equal to the damage dealt.
|
Call Spirit (minor 2/ encounter; recharge when spirit drops to 0 hit points; at-will)
|
The kobold spirit caller summons a kobold spirit in an unoccupied space within 5 squares.
|
Mob Attack
|
The kobold spirit caller gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
|
Shifty (minor; at-will)
|
The kobold shifts 1 square
|
Trap Sense
|
The kobold gains a +3 bonus to all defenses against traps.
|
Alignment Evil
|
Languages Common, Draconic
|
Skills Arcana +17; Stealth +17; Thievery +17
|
|
|
|
Str 14 (+11)
|
Dex 17 (+12)
|
Wis 18 (+13)
|
Con 17 (+12)
|
Int 16 (+12)
|
Cha 16 (+12)
|
Equipment Hide armor, staff, ritual book/ 3 rituals
|
|
|
Kobold Spirit Caller Tactics
The kobold spirit caller is the shaman of the kobold clans, and their innate ability to summon minor kobold underlings gives them an utter advantage as a leader. They also use some of these spirits to bog down their enemies' guard. When a spirit caller becomes low on health, it will use Soul Drain-- taking off some of its adversaries' vitality to fuel its own.
Kobold Spirits
Kobold Spirit Level 14 Elite Minoin (Skirmisher)
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Small natural humanoid (undead) XP 600, or 100 if summoned by kobold spirit caller
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Initiative +15
|
Senses Perception +9; darkvision
|
|
|
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HP 1; a missed attack never damages a minion; Bloodied {{{bloodied}}}
|
|
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AC 30; Fortitude 23, Reflex 23, Will 23; see also trap sense
|
|
Saving Throws +2
|
Speed 6 (ghost walk)
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Action Points 1
|
Spirit Blade (standard; at-will)
|
+17 vs. fortitude; 1d10 +6 damage, and the kobold spirit gains a +1 bonus to all defenses (except AC) until the start of its next turn.
|
Shifty (minor; at-will)
|
The kobold shifts 1 square
|
Trap Sense
|
The kobold gains a +3 bonus to all defenses against traps.
|
Alignment Evil
|
Languages Common, Draconic
|
Skills Endurance +14; Stealth +16
|
|
|
|
Str 12 (+8)
|
Dex 18 (+11)
|
Wis 14 (+9)
|
Con 15 (+9)
|
Int 5 (+4)
|
Cha 10 (+7)
|
Equipment Short sword
|
|
|
Kobold Spirit Tactics
Not having much control over themselves, the kobold spirits will deliver attacks and give other kobold allies the benefit of Mob Attack.
Kobold (Variant) Lore
A character knows the following information with a successful check.
- DC 15:
- DC 20:
- DC 25:
Encounter Groups
Level Encounter (XP )
Template:4e Creatures Breadcrumb