Kobold Scout (BB)
Creature 1 — humanoid, kobold
FlankerLANDkoboldhumanoid
Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, trained for stalking and the hunt. They're charged with bringing food and valuable goods back to the community. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without putting themselves at much risk.
Source: menace-under-otari-bestiary
Perception +8; darkvision
Skills acrobatics +7, crafting +3, nature +6, stealth +7, survival +6
Str
+0
Dex
+4
Con
+1
Int
+0
Wis
+3
Cha
+1
Items Crossbow, Shortsword, Leather Armor
AC 16
Fort +5
Ref +9
Will +6
HP 16
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, versatile-s) +9, Damage 1d6 piercing
Ranged Crossbow (reload-1) +9, range increment 120 feet, Damage 1d8 piercing
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.
Sneak Attack — The kobold scout deals an extra 1d6 damage to creatures that have the Off-Guard condition.
WORKS WELL WITH
AnvilLANDA durable front-liner holds a target in place so this scout can Stride in, land its sneak attack, and Scamper back out safely.
SnareLANDA controller that inflicts Off-Guard makes the sneak attack bonus damage reliable rather than opportunistic.
WeaverLANDA spellcaster debuffing from range frees this scout to dart between targets without drawing every Reactive Strike itself.
PUNISHES
✖ isolated targets✖ melee lockdown✖ predictable positioning
Stacking several similarly fragile flankers without a way to reliably create Off-Guard wastes much of their bonus damage potential.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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