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KOBOLD TRAPMASTER

CREATURE 2

LE

SMALL

HUMANOID

KOBOLD

Recall Knowledge (humanoid) Society DC 16

Perception +6; Darkvision

Skills Acrobatics +7, Crafting +8, Stealth +7

Str +2, Dex +4, Con +1, Int +4, Wis +3, Cha +1

Items leather armor, shortsword, spear (3), spike trap (3)

AC 19; Fort +7, Ref +10, Will +5

HP 28

Speed 25 feet

Melee shortsword +8 / +4 / +0 (agile, finesse, versatile S), Damage 1d6+2 piercing

Ranged spear +10 / +5 / +0 (thrown 20 feet), Damage 1d6+2 piercing

Hurried Retreat If the kobold is adjacent to at least one enemy, the kobold Strides up to 30 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. The kobold must end this movement in a space that’s not adjacent to an enemy.

When the monster Strikes a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon. The kobold trapmaster deals an extra 1d6 damage to creatures that have the flat-footed condition.

Quick Trap The kobold trapmaster deploys one spike trap in an adjacent square.

Spike Trap Once this trap is deployed, anyone who steps on the square it’s in takes 2d8 piercing damage and must attempt a DC 17 basic Reflex saving throw.

Kobold trapmasters are the masterminds behind crafting and implementing wily traps in kobold lairs, and are widely respected among their kind.