Kobold Scout
Creature 1- Perception
- +8; darkvision
- Languages
- Common, Sakvroth
- 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, bolts (20)
- AC
- 16; Fort +5, Ref +9, Will +6; +1 circumstance to all defenses vs. traps
- HP
- 16
- Speed
- 25 feet
Melee ◆ shortsword +9 (agile, finesse, versatile s), Damage 1d6 piercing
Ranged ◆ crossbow +9 (reload 1), Damage 1d8 piercing
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 damage and 1 persistent bleed damage with a DC 16 basic 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 ◆ Requirements The kobold scout is adjacent to at least one enemy.
Effect The kobold scout Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy.
Sneak Attack The kobold scout deals an extra 1d6 precision damage to Off-Guard creatures.
Source: Pathfinder Monster Core