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Kobold Scout

Creature 1 — humanoid, kobold

Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, those trained for stalking and hunting. They're also often in the thick of the fighting when a warren is invaded, buying time for their comrades to set up various traps and deadfalls. Kobolds are small reptilian humanoids. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on.

Source: pathfinder-monster-core

Perception +8
Skills acrobatics +7, crafting +3, nature +6, stealth +7, survival +6
Str
+0
Dex
+4
Con
+1
Int
+0
Wis
+3
Cha
+1
AC 16 Fort +5 Ref +9 Will +6
HP 16
Speed 25 feet

Offense

Melee Shortsword +9, Damage 1d6 piercing
Ranged Crossbow +9, Damage 1d8 piercing

Abilities

+1 Circumstance to All Defenses vs. Traps
Construct Trap (manipulate) — The kobold scout creates a rudimentary trap on any square adjacent to it. This must be on a surface, such as a floor, wall, or ceiling. The trap activates the next time a creature moves adjacent to it. The creature takes 1d6 piercing plus 1 bleed{1d6 piercing damage and 1 persistent bleed damage} with a DC 16 Reflex save. The trap is destroyed when activated or after 1 hour, whichever comes first. The scout typically carries enough raw materials to make one trap.
Scamper
Sneak Attack — The kobold scout deals an extra 1d6 precision damage to Off-Guard creatures.

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