There's three new kobold stat blocks in the Tome of Beasts, and I've decided to put them together in groups. Today has the Pathfinder versions of the stat blocks, and the next post will have the 13th Age versions of them.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
The secrets of alchemy have been spreading further around Golarion, and some of the kobold clans that live closer to cities where alchemy is known have begun doing their own alchemical crafting. Still struggling for recognition and rights, few can get proper training or equipment, and so most kobold alchemists are self taught from stolen notes and supplies, experimenting and learning from their mistakes as they attempt to provide for their clan in return for the dangerous and expensive supplies gathered for them.
Kobold Alchemist Creature 2
Small, Humanoid, Kobold
Perception +5; darkvision
Languages Common, Sakvroth
Skills Acrobatics +7, Arcana +7, Crafting +9, Medicine +5, Stealth +7
Str -2, Dex +3, Con +2, Int +3, Wis -1, Cha -1
Alchemical Grenades A kobold alchemist carries 4 alchemical grenades that deal either fire or poison damage plus 1 persistent damage and 1 splash damage of the same type (typically two of each). The alchemist replenishes these grenades each day, using easily collected materials.
Items alchemist's toolkit, dagger, dart (×3), studded leather
AC 17; Fort +8, Ref +9, Will +5
HP 32; Immunities poison
Speed 25 feet
Melee dagger +7 (agile, finesse, versatile S), Damage 1d4+2 piercing
Ranged dart +7 (agile, range increment 20 feet, thrown), Damage 1d4+2 piercing
Ranged alchemical grenade +9 (range increment 20 feet, splash), Damage 1d6 fire or poison plus 1 persistent damage and 1 splash damage of the same type
Alchemical Protection [2 actions] (concentrate, manipulate); Frequency once per hour; Effect The kobold alchemist chooses up to six willing creatures within 10 feet of it. Those allies gain resistance 3 to poison damage, or to the damage type currently in effect from Apothecary.
Apothecary [1 action] (alchemical, concentrate, manipulate) The kobold alchemist selects acid, cold, or fire. Until they use this action again, they gain resistance 3 to the chosen damage type.
Explosive Flask [3 actions] (alchemical, concentrate, manipulate) The kobold alchemist draws two alchemical grenades with an Interact action, then combines them into one and throws them at a point within 30 feet. Creatures within 15-feet of that point take 3d6 poison damage (DC 17 basic Reflex save). On a failed save, the creature also takes 2 persistent poison damage. Instead of poison damage, the alchemist can deal the damage type currently in effect from Apothecary.
Quick Bombardier [1 action] The kobold alchemist draws an alchemical grenade with an Interact action and throws it as a ranged Strike.
Scamper [1 action] Requirements The kobold alchemist is adjacent to at least one enemy; Effect The kobold alchemist Strides up to their Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that is not adjacent to any enemy.
War leaders rise to the top of more warlike kobold clans, skilled combatants and intimidating commanders who rally up other kobolds to greater heights. Those who last become chieftains, living legends and symbols of greatness that may live long beyond their actual lives in story and heritage.
Kobold Chieftain Creature 4
Small, Humanoid, Kobold
Perception +9; darkvision
Languages Common, Sakvroth
Skills Acrobatics +11, Intimidation +10, Stealth +11
Str +1, Dex +3, Con +2, Int +0, Wis +1, Cha +2
Items dart (×3), dart shield (Hardness 3, HP 12, BT 6), giant centipede venom (×2), shortbow (10 arrows), shortsword, studded leather
AC 20 (21 with shield raised); Fort +8, Ref +13, Will +11; +2 status to all saves vs. fear
HP 62
Dart Retalliation [reaction] Trigger The kobold chieftain is hit by a melee Strike; Requirements The kobold chieftain's dart shield is loaded; Effect The kobold chieftain makes a dart shield Strike against the triggering enemy. This attack doesn't trigger reactions.
Speed 25 feet
Melee shortsword +13 (agile, finesse, versatile S), Damage 1d6+5 piercing
Ranged dart shield +13 (agile, range increment 20 feet, reload 1), Damage 1d4+4 piercing
Melee shortbow +13 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+2 piercing
Inspiring Presence [2 actions] (auditory, concentrate, emotion, mental) The kobold chieftain issues a call. Each kobold ally in a 30-foot emanation gains a +2 circumstance bonus to all saves vs. fear, and a +2 circumstance bonus to all attack rolls.
Scamper [1 action] Requirements The kobold chieftan is adjacent to at least one enemy; Effect the kobold chieftain Strides up to their Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that is not adjacent to any enemy.
Sneak Attack The kobold chieftain deals an extra 1d6 precision damage to off-guard creatures.
Kobolds are very well known for their traps, with their low status and the desperation for protection that brings with it. Maintaining these traps is a dangerous profession, and so many of these traps remain somewhat rudimentary and simple. Truly skilled trapsmiths rise up from the survivors, those who push the art of trapmaking to new heights, and a clan with such an individual are well set for protection. They are even able to bring traps into personal battle, though such rushed and improvised mechanisms are a bit less dangerous. Still a good introduction to what it can do with some preparation however, as any of its makeshift traps could be expanded into a full, defensive hazard that will make intruders regret the day they invaded.
Kobold Trapsmith Creature 1
Small, Humanoid, Kobold
Perception +6; darkvision
Languages Common, Sakvroth
Skills Acrobatics +6, Crafting +12, Stealth +6
Str +0, Dex +3, Con +1, Int +3, Wis +1, Cha -1
Trap Specialist For encounters involving traps, the kobold trapsmith is a 4th level challenge
Items dagger, leather armor
AC 15; Fort +4, Ref +8, Will +4
HP 14
Trap Skills The kobold trapsmith uses their Crafting modifier and DC in place of their saves and AC against traps, and instead of Thievery when using the Disable a Device and Pick a Lock actions. Additionally, when the kobold trapsmith rolls a successs on a save against a trap or with the Disable a Device or Pick a Lock action, they get a critical success instead. They can use any Tiny object on hand as an improvised Thieves' Toolkit without penalty.
Speed 25 feet
Melee dagger +6 (agile, finesse, versatile S), Damage 1d4 piercing
Ranged spare part +6 (agile, thrown 20 feet, vestatile P, versatile S), Damage 1d4+2 bludgeoning
Makeshift Trap [2 actions] (manipulate); Frequency twice per hour; Effect The kobold trapsmith cobbles together a quick trap with materials at hand and throws it at a point on the ground within 30 feet. The trapsmith chooses one of the following traps. Each creature in the traps area must succeed on a DC 16 Reflex save or suffer the trap's effect.
• Bursting Much-Heavy Net. Each creature that fails the saving throw within 10 feet of the trap takes 3d4 bludgeoning damage and is restrained.
• Spikes-on-Spikes. Each creature that fails the saving throw within 10 feet of the trap takes 2d4 piercing damage, and that area is difficult terrain for 1 minute.
• Spring-Loaded Whirley Blades. Each creature that fails the saving throw within 10 feet of the trap takes 2d6 slashing damage and a 10-foot circumstance penalty to Speed until the end of their next turn.
• Static-Generating Thingamabob. Each creature that fails the saving throw within 5 feet of the trap takes 1d8 lightning damage and is stunned 1.
Scamper [1 action] Requirements The kobold trapsmith is adjacent to at least one enemy; Effect The kobold trapsmith Strides up to their speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that's not adjacent to any enemy.
Sneak Attack The kobold trapsmith deals an extra 1d4 precision damage to flat-footed creatures.