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Kobold Trapper

Creature 2 — humanoid, kobold

SnareSniperLAND

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; darkvision; +9 to Seek for traps
Languages common, sakvroth
Skills acrobatics +5, crafting +8, stealth +7, survival +7
Str
+1
Dex
+3
Con
+1
Int
+3
Wis
+2
Cha
+0
Items Crossbow, Light Hammer, Leather Armor, Formula Book (Containing formulas for three 1st- or 2nd-level snares), Backpack
AC 18 Fort +5 Ref +11 Will +8 +1 circumstance to all defenses vs. traps
HP 32
Speed 25 feet

Offense

Melee Light Hammer (agile) +7, Damage 1d6+1 bludgeoning
Ranged Light Hammer (agile, thrown-20) +9, Damage 1d6+1 bludgeoning
Melee Claw (agile, unarmed) +7, Damage 1d4+1 slashing
Ranged Crossbow (reload-1) +9, range increment 120 feet, 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 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.

WORKS WELL WITH

AnvilLANDAnvil pins enemies adjacent to placed traps, guaranteeing trigger activation while the trapper maintains range.
WeaverLANDWeaver forces enemy movement through prepared trap squares, converting forced repositioning into guaranteed damage.
CrasherLANDCrasher pushes or knocks enemies into trap zones that the trapper has prepared ahead of the engagement.

PUNISHES

✖ standing still✖ linear movement✖ poor Perception
overlapping snare roles dilute hazard coverage and limit battlefield control
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder NPC Core.

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