Kobold Mage (White, BB)
Creature 2 — humanoid, kobold
WeaverShadeLANDhumanoidkoboldarcanecold
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 cold 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 frontline body blocks pursuit so the kobold mage can Scamper away after casting without eating a Reactive Strike.
FlankerLANDA melee skirmisher exploits targets the mage has already debuffed or made Off-Guard.
SnareLANDAnother controller compounds save-based lockdown, letting the mage's spells land on already-pressured targets.
PUNISHES
✖ melee reliance✖ clumping✖ low Will
Avoid stacking multiple fragile spellcasters; low HP and AC make them easy priority kills once focused.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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