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Kobold Trapper

Creature 2 — humanoid, kobold

Kobolds are skillful artisans, always inventing new traps and snares to defend their territory and ambush enemies. Kobold trappers enjoy showing off their crafting prowess on the battlefield. Kobolds are drawn to beings and objects of power, establishing their communities near them. Once a warren has been formed, the resident kobolds construct traps and set up ambushes to deter interlopers.

Source: pathfinder-npc-core

Perception +7
Skills acrobatics +5, crafting +8, stealth +7, survival +7
Str
+1
Dex
+3
Con
+1
Int
+3
Wis
+2
Cha
+0
AC 18 Fort +5 Ref +11 Will +8
HP 32
Speed 25 feet

Offense

Melee Light Hammer +7, Damage 1d6+1 bludgeoning
Ranged Light Hammer +9, Damage 1d6+1 bludgeoning
Melee Claw +7, Damage 1d4+1 slashing
Ranged Crossbow +9, Damage 1d8 piercing

Abilities

+2 to Seek for Traps
Booby-Trapped — A kobold trapper protects items in their backpack with a booby trap. This booby trap requires a successful DC 18 Perception check to notice, and two successful DC 15 Thievery checks to disable. Accessing the backpack without disabling the trap destroys its contents, and splinters explode in a 10-foot type:burst centered on the backpack, dealing 3d6 piercing damage (DC 15 Reflex save).
+1 Circumstance to All Defenses vs. Traps
Construct Trap (manipulate) — The kobold trapper creates a rudimentary trap on a surface in an adjacent square. The trap activates the next time a creature moves adjacent to it. The creature takes 2d6 bludgeoning{bludgeoning}, 2d6 piercing{piercing}, or 2d6 slashing{slashing} damage (determined by the trapper when the trap is constructed) with a DC 18 Reflex save. On a failure, the creature also takes a –5 status penalty to all Speeds for 1 minute. The trap is destroyed when activated or after 8 hours, whichever comes first. A trapper typically carries enough raw materials to make six traps each day.

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