Kobold Cavern Mage
Creature 2 — humanoid, kobold
WeaverMenderLANDhumanoidkoboldprimalcold
Kobold cavern mages are born more than trained, hatching from eggs that absorbed particularly large amounts of primal earth energy. Although there are many elementals and even natural terrain features that can give rise to cavern mages, most are related to the cavern-dwelling earth nymphs known as lampads. These lonely and capricious fey are as enthusiastic to receive the company of a kobold tribe as the kobolds are for the protection they receive in return. Kobolds are small reptilian humanoid
Source: pathfinder-monster-core
Perception +5; darkvision
Languages common, fey, petran, sakvroth
Skills acrobatics +6, deception +8, diplomacy +8, intimidation +8, nature +5, stealth +6
Str
+2
Dex
+2
Con
-1
Int
+0
Wis
+1
Cha
+4
Items Light Hammer
AC 16
Fort +5
Ref +6
Will +7
HP 20
Resistances cold 5
Speed 25 feet
Offense
Melee Claw (agile, finesse, unarmed) +6, Damage 1d6+2 slashing
Melee Light Hammer (agile) +6, Damage 1d6+2 bludgeoning
Ranged Light Hammer (agile, thrown-20) +6, Damage 1d6+2 bludgeoning
Abilities
Inspiring Display (auditory, emotion, linguistic, mental) —
Scamper —
Primal Spontaneous Spells DC 18, attack +10
1st Fleet Step, Heal, Pummeling Rubble, Runic Weapon
Cantrips (1st) Caustic Blast, Detect Magic, Figment, Know the Way, Tangle Vine
WORKS WELL WITH
AnvilLANDA durable front-liner buys the casting time this fragile spellcaster needs to keep contributing from behind the line.
FlankerLANDA melee striker benefits directly from the status bonus this creature's display grants to allies who witness it.
SnareLANDA controller that pins targets in place lets this creature's spells and thrown weapons land more reliably.
PUNISHES
✖ clumping✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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