Kobold Trapmaster
Creature 2 — humanoid, kobold
Pre-Remaster content. May include legacy alignment.
SnareFlankerLANDkobold
Kobold trapmasters are the masterminds behind crafting and implementing wily traps in kobold lairs, and are widely respected among their kind.
Source: troubles-in-otari-bestiary (Pre-Remaster)
Perception +6; darkvision
Skills acrobatics +7, crafting +8, stealth +7
Str
+2
Dex
+4
Con
+1
Int
+4
Wis
+3
Cha
+1
Items Shortsword, Spear (3), Leather Armor, Spike Trap (3)
AC 19
Fort +7
Ref +10
Will +5
HP 28
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, versatile-s) +8, Damage 1d6+2 piercing
Ranged Spear (thrown-20) +10, Damage 1d6+2 piercing
Abilities
Hurried Retreat — 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. They must end this movement in a space that's not adjacent to any enemy.
Quick Trap — The kobold trapmaster deploys one spike trap in an adjacent square.
Sneak Attack — The kobold trapmaster deals an extra 1d6 damage to creatures that have the Off-Guard condition.
Spike Trap — Once this trap is deployed, anyone who steps on the square it's in takes 2d8 piercing damage and must attempt a DC 17 Reflex saving throw.
WORKS WELL WITH
FlankerLANDExploits off-guard condition created when prey diverts attention to avoid deployed traps.
AnvilLANDHolds enemies within trapped zones while trapmaster repositions and redeploys hazards.
SniperLANDPicks off trapped targets from range while trapmaster controls approach lanes with area denial.
PUNISHES
✖ standing still✖ clumping✖ low Reflex
stacking multiple snares oversaturates the battlefield with hazards and reduces marginal trap value
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Kobold Trapmaster in the encounter builder — free, no install.
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