Kobold Mage (Blue, BB)
Creature 2 — humanoid, kobold
WeaverSniperLANDkoboldelectricity
Kobolds are small, reptilian humanoids who are often seen in the service of more powerful creatures. They lurk in dark places, usually tunnels and mines. Kobold mages use magic to carry out their schemes, often in service of a dragon or other powerful creatures.
Source: menace-under-otari-bestiary
Perception +5; darkvision
Skills arcana +7, deception +8, diplomacy +8, Dragon Lore +10, intimidation +8, stealth +6
Str
+2
Dex
+2
Con
-1
Int
+2
Wis
+1
Cha
+4
Items Staff
AC 16
Fort +5
Ref +6
Will +7
HP 20
Resistances electricity 5
Speed 25 feet
Offense
Melee Claw (agile, finesse, unarmed) +6, Damage 1d6+2 slashing
Melee Staff +6, Damage 1d8+2 bludgeoning
Abilities
Scamper — 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 any enemy.
Arcane Innate Spells DC 18, attack +8
1st Command, Force Barrage, Force Barrage, Force Barrage
Cantrips (1st) Detect Magic, Figment, Shield, Telekinetic Projectile
WORKS WELL WITH
AnvilLANDA durable frontliner provides the cover the mage needs to position for control spells without interruption.
CrasherLANDThe mage's control and debuffs set up high-damage opportunities for a front-line bruiser.
FlankerLANDA skirmishing ally creates space and draws attention while the mage maintains spell range.
PUNISHES
✖ surrounding✖ melee rush✖ low Will
fragile backliner stacking
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Kobold Mage (Blue, BB) in the encounter builder — free, no install.
Open in PathfinderGM →