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Crown of the Kobold King Monster Stat Blocks

Elara’s Halfway House Elara’s House Monstrous spider


Jeva – Hybrid Form
HUMAN WEREWOLF EXPERT 2/ROGUE 2 (HYBRID FORM) CR 4
XP 1,200
Female human werewolf expert 2/rogue 2
CE Medium humanoid (human, shapechanger)
Init +7; Senses low-light vision, scent; Perception +9
 DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 30 (4d8+12)
Fort +0, Ref +6, Will +7
Defensive Abilities evasion; DR 5/silver
 OFFENSE
Speed 30 ft.
Melee bite +4 (1d6+1 plus trip), 2 claws +3 (1d4+1)
Special Attacks sneak attack +1d6
 STATISTICS
Str 12, Dex 17, Con 17, Int 12, Wis 14, Cha 15
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative, Iron Will, Skill Focus (Bluff), Weapon Focus (bite)
Skills Acrobatics +10, Bluff +12, Diplomacy +9, Disable Device +10, Intimidate
+9, Perception +9, Sense Motive +9, Stealth +10
Languages Common, Elven
SQ change shape, curse of lycanthropy, lycanthropic empathy, trapfinding
Gear garnet ring (worth 10 gp), tattered clothes
Forest Encounters: Random 4-5: Assassin Vine Forest Random 6-7: Bugbears (x3)
Forest Random 8-9: Allips (MM p10) Forest Random 8-9: Animated Goblet – Allips’ Sack:
Random 12-13: Sithmuck The Imp MM p56 Random 14-15:Kardoblag the Hill Giant
Random 16-17: Harpies Random 18-19: Manticore
1 Droskar’s Crucible Monument Chamber

2 Crucible of Offering – Grick 3. Fountain Chamber – Shocker Lizards MM p225


4 Glintaxe Attacks – Gelatinous Cube 5 Monks’ Quarters – 5 x Stirges
6 Hall of Headless Corpse – 3 x Dire Rats 7 Lodestone Trap – Vargouilles
10 Abbot’s Quarters – Homunculus 11 Listening Chamber – Allip
Area 14 Ossuary – Head Hurling Monk Skeletons 15 Abbatoir – 4 x Ghouls

Head Hurling Monk Skeleton


XP 135
NE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +0
Defense
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
Offense
Speed 30 ft.
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or
2 claws +2 (1d4+2)
Ranged Skull +3 (1d3+1);
Statistics
Str 15, Dex 17, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved InitiativeB
Gear broken chain shirt
Tactics
During combat: The skeletons in the open alcoves hurl their skulls at
the PCs before closing to attack with their claws. The skeletons in the
sealed alcoves reach through the openings to claw the PCs as they try
to navigate the corridor.
Areas 16/17 – Kobold Warriors Area 17 Dark Talon Hunter (Kobold Rogue 2/Fighter 1)
DARK TALON HUNTER CR 3
XP 800
Male kobold rogue 2/fighter 1
LE Small humanoid (reptilian)
Init +7; Senses darkvision 60 ft.; Perception +8
 DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 10 (3d6)
Fort +2, Ref +2, Will +5
Weakness light sensitivity
 OFFENSE
Speed 30 ft.
Melee dagger +4 (1d3 plus poison), flying talon +4 (1d4 plus poison)
Ranged javelin +4 (1d4 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with soul chain)
Special Attacks small centipede poison (injury, DC 11, 1/rd. for 4 rds., 1 Dex,
1 save)
Tactics
Before Combat
During Combat
Morale
 STATISTICS
Str 10, Dex 16, Con 11, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +1 (+2 to trip or disarm with flying talon); CMD 14
Feats Exotic Weapon Proficiency (flying talon), Improved Initiative, Weapon
Finesse
Skills Acrobatics +8, Climb +6, Craft (trapmaking) +7, Escape Artist +8,
Perception +8, Profession (miner) +3, Stealth +9
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Draconic
SQ trapfinding
Combat Gear 2 doses of small centipede poison
Other Gear dagger, flying talon, 2 javelins, studded leather armor

Flying Talon
This light exotic piercing weapon consists of a three pronged barbed hook
attacked to a length of chain.  The talon gives its wielder a reach of 10 feet
and deals 1d4 piercing damage (or 1d3 for Small creatures), threatening a
critical on a natural 20.  In addition, the wielder may initiate disarm or trip
attacks with the talon, gaining a +2 bonus on either chick.  If the opponent
resists the trip attempt and tries to trip him in turn, the wielder may drop
the talon to avoid falling prone.
    Cost: 15 gp; Weight: 5 lbs.
Area 18 Hellhound Area 19 Forge Spurned
Forge Spurned: A hulking dwarf wrapped in heavy steel links approaches. Its
face, hands, and body are riddled with glowing hot hooks and half-melted
razor wire. Black smoke rises from its smoldering beard, framing its
freakishly contorted face in ashy darkness. The tormented thing hefts a black
iron hammer and as it charges the chains draping its form spring to life like
metal serpents.
FORGE SPURNED CR 5
XP 1,600
NE Medium undead (fire)
Init +4; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 33 (6d8+6); fast healing 5
Fort +2, Ref +2, Will +7
Immune fire, undead traits
OFFENSE
Speed 30 ft.
Melee mwk adamantine warhammer +9 (1d8+6), soul chain +12 (2d4+7 plus
1d6 fire)
Special Attacks burning barbs, forge breath, soul chain
Space 5 ft.; Reach 5 ft. (10 ft. with soul chain)
TACTICS
During Combat The forge spurned unleashed its forge breath on a group of
enemies, then uses Improved Sunder to destroy dangerous weapons with
its hammer while targeting foes with its soul chain. It tries to drag off foes if
possible to soul bind them into the chain.
Morale Forge spurned are not mindless and they will burn forever if sent
back to the Black Forge without the requisite number of souls required to
appease Droskar. Forge spurned flee if threatened with overwhelming odds
or if they can drag off a dead or unconscious foe.
STATISTICS
Str 18, Dex 10, Con –, Int 13, Wis 14, Cha 12
Base Atk +4; CMB +8 (+10 to sunder, +10 to disarm with spiked chain); CMD
18 (20 against sunder)
Feats Improved Initiative, Improved Sunder, Power Attack
Skills Appraise +5, Climb +5, Craft (blacksmithing) +11, Escape Artist +5,
Intimidate +8, Knowledge (dungeoneering) +5, Perception +10
Languages Common, Dwarven
SQ eternal damnation
Gear masterwork adamantine warhammer
SPECIAL ABILITIES
Burning Barbs (Su)
Anyone grappling a forge spurned’s body takes 1d6 points of fire damage
and 1d6 points of piercing damage.
Forge Breath (Su)
A forge spurned may exhale a cloud of stinging soot, ash, and glowing
embers as a standard action in either a 30 ft. cone or a 20 ft. radius spread.
It persists for 1d4 rounds. Any living creature in the area is blinded by
burning cinders and takes 1d6 points of fire damage per round of exposure
(DC 13 Reflex save negates blindness but not damage). Anyone in the thick
smoky cloud benefits from concealment as well. The forge spurned may not
breath again until it fills its flaccid undead lungs with its bellows (a full round
action that provokes attacks of opportunity. This save is ???
Soul Chain (Su)
A forge spurned’s chain wraps around it’s burning body, granting it a +2
armor bonus per 10 soul links in the chain. The soul chain is treated as a
flaming spiked chain with an enhancement bonus equal to +1 per 10 soul
links (the forge spurned may command the chain to not deal fire damage,
thus allowing the soul chain to drag captives to its forge alive. This forge
spurned’s chain has 30 links.
Any slain victim may be soul bound into the chain (as per soul bind), but this
necessitates a day of work at a forge and requires a DC 20 Craft
(blacksmithing) check. If the check fails, the dead soul escapes. If the victim
is alive during the binding process, the check DC is only 15, and may be
reattempted the following day if it fails. Anyone may claim a felled forge
spurned’s chain, and it will serve its new master willingly, although the
wielder must make a DC 20 Will save each sundown or be transformed into
a forge spurned, damned to continue collecting souls.
Eternal Damnation (Su)
As long as its chain remains, a forge spurned cannot be truly destroyed. A
slain forge spurned rises again at full hit points on the next sundown unless
its chain is broken (hardness 8, hp 25, Break DC 20). If a forge spurned’s
chain is sundered, it is instantly slain, never to rise again. When a forge
spurned’s chain is destroyed, the souls bound within are released.
LEVEL 2 – KOBOLD WARRIORS
Area 20 – Refuse Pit – 2 x Bloodscale Kobolds Area 20 – Refuse Pit – 2 x Slurks (and Area 25, Area 27)
BLOODSCALE WARRIOR(Kobold Fighter 2) CR 2
XP 600
Male kobold fighter 2
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
hp 13 (2d10)
Fort +2, Ref +1, Will +0
Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee short spear +4 (1d4 plus poison), flying talon +4 (1d4 plus poison)
Ranged javelin +4 (1d4 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with flying talon)
Special Attacks small centipede poison (injury, DC 11, 1/rd. for 4 rds., 1 Dex,
1 save)

Tactics
Before Combat Bloodscale warriors try to coat their weapons in poison if
time permits.
During Combat Bloodscale warriors hurl javelins from afar, try to trip or
disarm foes with flying talons, or attempt to charge with short spear if
mounted.
Morale Bloodscales are brainwashed to fight to the death.
STATISTICS
Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 9
Base Atk +2; CMB +1 (+3 to trip or disarm with flying talon); CMD 13
Feats Exotic Weapon Proficiency (flying talon), Skill Focus (Perception),
Weapon Finesse
Skills Craft (trapmaking) +2, Perception +2, Profession (miner) +2, Stealth
+5, Ride +5
Languages draconic
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Combat Gear 4 doses small centipede poison
Other Gear short spear, studded leather, flying talon, 2 javelins
Area 21 – Storage – Skiiirrrssh the Choker
Area 23 – Stalagmite Cave Reglos the Gargoyle
Dire Bat
Area 24 – 2 x Dark Talon Hunters / Area 25 3 x Dark Talon Hunters Area 25 – Grugarkrug Bloodscale Kobold and Slurk (See area 20 stat block)
Dark Talon Hunter (Kobold Rogue 2/Fighter 1)
DARK TALON HUNTER CR 3 BLOODSCALE WARRIOR CR 2
XP 800 XP 600
Male kobold rogue 2/fighter 1 Male kobold fighter 2
LE Small humanoid (reptilian) LE Small humanoid (reptilian)
Init +7; Senses darkvision 60 ft.; Perception +8 Init +1; Senses darkvision 60 ft.; Perception +2
 DEFENSE DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
AC 16, touch 14, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1
hp 10 (3d6)
Fort +2, Ref +2, Will +5
size)
Weakness light sensitivity hp 13 (2d10)
 OFFENSE Fort +2, Ref +1, Will +0
Speed 30 ft. Weakness light sensitivity
Melee dagger +4 (1d3 plus poison), flying talon +4 (1d4 plus poison) OFFENSE
Ranged javelin +4 (1d4 plus poison) Speed 30 ft.
Space 5 ft.; Reach 5 ft. (10 ft. with soul chain) Melee short spear +4 (1d4 plus poison), flying talon +4 (1d4 plus
Special Attacks small centipede poison (injury, DC 11, 1/rd. for 4 rds., 1 Dex,
poison)
1 save)
Tactics
Ranged javelin +4 (1d4 plus poison)
Before Combat Space 5 ft.; Reach 5 ft. (10 ft. with flying talon)
During Combat Special Attacks small centipede poison (injury, DC 11, 1/rd. for 4
Morale rds., 1 Dex, 1 save)
 STATISTICS
Str 10, Dex 16, Con 11, Int 10, Wis 12, Cha 10 Tactics
Base Atk +2; CMB +1 (+2 to trip or disarm with flying talon); CMD 14 Before Combat Bloodscale warriors try to coat their weapons in
Feats Exotic Weapon Proficiency (flying talon), Improved Initiative, Weapon
poison if time permits.
Finesse
Skills Acrobatics +8, Climb +6, Craft (trapmaking) +7, Escape Artist +8, During Combat Bloodscale warriors hurl javelins from afar, try to
Perception +8, Profession (miner) +3, Stealth +9 trip or disarm foes with flying talons, or attempt to charge with
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner) short spear if mounted.
Languages Draconic Morale Bloodscales are brainwashed to fight to the death.
SQ trapfinding STATISTICS
Combat Gear 2 doses of small centipede poison Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 9
Other Gear dagger, flying talon, 2 javelins, studded leather armor Base Atk +2; CMB +1 (+3 to trip or disarm with flying talon); CMD 13
Feats Exotic Weapon Proficiency (flying talon), Skill Focus
Flying Talon
This light exotic piercing weapon consists of a three pronged barbed hook
(Perception), Weapon Finesse
attacked to a length of chain.  The talon gives its wielder a reach of 10 feet Skills Craft (trapmaking) +2, Perception +2, Profession (miner) +2,
and deals 1d4 piercing damage (or 1d3 for Small creatures), threatening a Stealth +5, Ride +5
critical on a natural 20.  In addition, the wielder may initiate disarm or trip Languages draconic
attacks with the talon, gaining a +2 bonus on either chick.  If the opponent Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession
resists the trip attempt and tries to trip him in turn, the wielder may drop (miner)
the talon to avoid falling prone. Combat Gear 4 doses small centipede poison
    Cost: 15 gp; Weight: 5 lbs.
Other Gear short spear, studded leather, flying talon, 2 javelins
Area 27 – Slurk Kennel - Kapmek Kobold Ranger’s Slurk (XP -)
Kobold Ranger 4 , 2 x Slurks Male slurk animal companion N Medium magical beast
A green-scaled kobold with an overly long snot and swathed in black Init +6; Senses darkvision 60 ft.; Perception +0
leather armor.  DEFENSE
KOBOLD RANGER 4 CR 4 AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
XP 1,200 HP 13
LE Small humanoid (reptilian) Fort +4, Ref +5, Will +0
Init +2 (+4 underground); Senses darkvision 60 ft.; Perception +10 Defensive Abilities belly grease
 DEFENSE  OFFENSE
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, +1 size)
Speed 30 ft.
hp 27 (4d8+4)
Fort +5, Ref +6, Will +2 Melee bite +5 (1d6+3)
Weakness light sensitivity Special Attacks back slime (+4 ranged touch), belly grease
 OFFENSE  STATISTICS
Speed 30 ft. Str 15, Dex 14, Con 13, Int 3, Wis 10, Cha 10
Melee masterwork hand axe +5 (1d4) Base Atk +2; CMB +4 (+6 to bull rush and overrun); CMD 16 (18 vs.
Ranged +1 light crossbow +8 (1d8+1 plus poison) bull rush and overrun, 20 vs. trip)
Special Attacks medium spider poison (injury, DC 14, 1/rd. for 4 rds., 1d2 Feats Improved Bull RushB, Improved Initiative, Improved OverrunB
Str, 1 save), favored enemy +2 (human)
Skills Acrobatics +14, Climb +14
Tactics Racial Modifiers Acrobatics +10, Climb +10
During Combat Kapmek keeps his distance on slurkback and pelts foes with SQ link, share spells, wall climb
shots from his crossbow
Morale Kapmek flees if reduced to 5 or fewer hit points, unless his slurk is
slain, in which case he fights to the death.
 STATISTICS
Str 10, Dex 15, Con 13, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +3; CMD 15
Feats Endurance, Mounted Archery, Mounted Combat, Rapid Shot
Skills Acrobatics +6, Climb +5, Craft (trapmaking) +7, Handel Animal +9,
Knowledge (dungeoneering) +6, Knowledge (geography) +0 (+2
underground), Perception +8 (+10 undeground), Profession (miner) +8, Ride
+9, Stealth +9 (+11 underground), Survival +1 (+3 underground)
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages draconic
SQ favored terrain (underground) +2, hunter’s bond (slurk), wild empathy
+6
Combat Gear 2 doses of medium spider poison
Other Gear masterwork hand axe, +1 studded leather, +1 light crossbow, 10
bolts
Area 28 Forsaken Tunnel – 3 x shadows Area 29 Shrieker Tunnel – 2 x Shriekers

Area 30 Kobold Den Area 30


2 x Bloodscale Kobolds 12 Kobold Warriors

BLOODSCALE WARRIOR CR 2
XP 600
Male kobold fighter 2
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1
size)
hp 13 (2d10)
Fort +2, Ref +1, Will +0
Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee short spear +4 (1d4 plus poison), flying talon +4 (1d4 plus
poison)
Ranged javelin +4 (1d4 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with flying talon)
Special Attacks small centipede poison (injury, DC 11, 1/rd. for 4
rds., 1 Dex, 1 save)

Tactics
Before Combat Bloodscale warriors try to coat their weapons in
poison if time permits.
During Combat Bloodscale warriors hurl javelins from afar, try to
trip or disarm foes with flying talons, or attempt to charge with
short spear if mounted.
Morale Bloodscales are brainwashed to fight to the death.
STATISTICS
Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 9
Base Atk +2; CMB +1 (+3 to trip or disarm with flying talon); CMD
13
Feats Exotic Weapon Proficiency (flying talon), Skill Focus
(Perception), Weapon Finesse
Skills Craft (trapmaking) +2, Perception +2, Profession (miner) +2,
Stealth +5, Ride +5
Languages draconic
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession
(miner)
Combat Gear 4 doses small centipede poison
Other Gear short spear, studded leather, flying talon, 2 javelins

Area 31 – Throne of Kobold King Kobold King:


MERLOKREP, THE KOBOLD KING Male
CR 6
kobold fighter 2/sorcerer 4 Base Statistics
XP 2,400 Without enlarge person, make the following adjustments:
LE Medium humanoid (reptilian) Init +8
Init +6; Senses darkvision 60 ft.; Perception +7 AC 22, touch 14, flat-footed 19 (+4 armor, +3 Dex, +4 natural, +1
 DEFENSE size)
AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 natural) Ref +4
hp 43 (2d10+4d6+12) Melee +1 human bane battleaxe +9 (1d8+13/x3)(against humans:
Fort +6, Ref +3, Will +7; +8 vs. fear +11, 1d8+15 plus 2d6/x3)
Resist fire 5 Special Attacks grow claws (2 claws +9 (1d3+4), lasts 5 rounds)
Weakness light sensitivity Str 19, Dex 16
 OFFENSE CMB +7; CMD 19
Speed 30 ft. Skills Acrobatics +7, Climb +8, Stealth +11
Melee +1 human bane battleaxe +9 (1d8+14/x3)(against humans:
+11, 1d8+16 plus 2d6/x3) Without bull's strength, enlarge person, and mage armor, make the
Special Attacks grow claws (2 claws +9 (1d3+5), lasts 5 rounds) following adjustments:
Spells Known (CL 5th) Init +8
2nd (5/day) – bull’s strength AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
1st (7/day) – enlarge person, mage armor, magic missile, sleep (DC Ref +4
14) Melee +1 human bane battleaxe +7 (1d8+10/x3)(against humans:
0 - daze (DC 12), detect magic, detect poison, light +9, 1d8+12 plus 2d6/x3)
Special Attacks grow claws (2 claws +7 (1d3+2), lasts 5 rounds)
Tactics Str 15, Dex 16
CMB +5; CMD 17
Before Combat The kobold king casts bull's strength, mage armor
Skills Acrobatics +7, Climb +6, Stealth +11
and enlarge person on himself.
During Combat The kobold king casts sleep first, then magic
2 x Bloodscale Kobolds
missiles long as his minions tie up PCs.  He wields his human bane
battleaxe two handed in melee and uses Power Attack (already BLOODSCALE WARRIOR CR 2
figured in). He targets humans with his axe whenever possible.
XP 600
Morale The kobold king fights to the death.
Male kobold fighter 2
 STATISTICS
LE Small humanoid (reptilian)
Str 21, Dex 14, Con 14, Int 11, Wis 12, Cha 15
Init +1; Senses darkvision 60 ft.; Perception +2
Base Atk +4; CMB +9; CMD 21
DEFENSE
Feats Eschew Materials, Improved Initiative, Iron Will, Power
AC 16, touch 14, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
Attack, Spell Focus (enchantment), Weapon Focus (battleaxe)
hp 13 (2d10)
Skills Acrobatics +6, Climb +9, Craft (trapmaking) +6, Knowledge
Fort +2, Ref +1, Will +0
(arcana) +4, Intimidate +8, Perception +7, Profession (miner) +3,
Weakness light sensitivity
Stealth +6
OFFENSE
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession
Speed 30 ft.
(miner)
Melee short spear +4 (1d4 plus poison), flying talon +4 (1d4 plus
Languages Common, Draconic
poison)
SQ draconic bloodline (red)
Ranged javelin +4 (1d4 plus poison)
Gear +1 human bane battleaxe, Crown of the Kobold King, over-
Space 5 ft.; Reach 5 ft. (10 ft. with flying talon)
sized red and gold satin cloak with a crude painting of a gold dragon
Special Attacks small centipede poison (injury, DC 11, 1/rd. for 4
on the back, 2 gold lip rings (10 gp each), 4 gold earrings (10 gp
rds., 1 Dex, 1 save)
each)
Tactics: Before Combat Bloodscale warriors try to coat their
weapons in poison if time permits.
During Combat Bloodscale warriors hurl javelins from afar, try to
trip or disarm foes with flying talons, or attempt to charge with
short spear if mounted.
Morale Bloodscales are brainwashed to fight to the death.
STATISTICS
Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 9
Base Atk +2; CMB +1 (+3 to trip or disarm with flying talon); CMD 13
Feats Exotic Weapon Proficiency (flying talon), Skill Focus
(Perception), Weapon Finesse
Skills Craft (trapmaking) +2, Perception +2, Profession (miner) +2,
Stealth +5, Ride +5
Languages draconic
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession
(miner)
Combat Gear 4 doses small centipede poison
Other Gear short spear, studded leather, flying talon, 2 javelins

Area 32 King’s Quarters


VREGGMA CR 2
XP 600
Female kobold fighter 2 LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 13, touch 14, flat-footed 14 +1 Dex, +1 natural, +1 size)
hp 13 (2d10)
Fort +2, Ref +1, Will +0
Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee +1 dagger +4 (1d4+1/19-20)
Ranged javelin +4 (1d4 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with flying talon)
Special Attacks small centipede poison (injury, DC 11, 1/rd. for 4
rds., 1 Dex, 1 save)
TACTICS:
Vreggma fights until slain.
STATISTICS
Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 16
Base Atk +2; CMB +1; CMD 13
Feats Skill Focus (Perception), Weapon Finesse
Skills Craft (trapmaking) +2, Perception +2, Profession (miner) +2,
Stealth +5, Ride +5
Languages draconic
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession
(miner)
Combat Gear 4 doses small centipede poison
Other Gear dagger

Area 33 Sacrifice Chamber 2 x Bloodscale Kobolds


JEKKAJAK - KOBOLD SORCERER 5 CR 5 BLOODSCALE WARRIOR CR 2
XP 1,600 XP 600
LE Small humanoid (reptilian) Male kobold fighter 2
Init +1; Senses darkvision 60 ft.; Perception +14 LE Small humanoid (reptilian)
 DEFENSE Init +1; Senses darkvision 60 ft.; Perception +2
AC 19, touch 17, flat-footed 13 (+4 armor, +1 Dex, +2 natural, +1 DEFENSE
dodge, +1 size) AC 16, touch 14, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
hp 21 (5d6) hp 13 (2d10)
Fort +4, Ref +4, Will +9 Fort +2, Ref +1, Will +0
Resist cold 5 Weakness light sensitivity
Weakness light sensitivity OFFENSE
 OFFENSE Speed 30 ft.
Speed 30 ft. Melee short spear +4 (1d4 plus poison), flying talon +4 (1d4 plus
Melee +2 flaming burst dagger +5 (1d4+2/19-20 plus 1d6 fire plus poison)
1d10 fire damage on a critical) Ranged javelin +4 (1d4 plus poison)
Special Attacks grow 2 claws +5 (1d3, lasts for 5 rounds) Space 5 ft.; Reach 5 ft. (10 ft. with flying talon)
Spells Prepared (CL 6th) Special Attacks small centipede poison (injury, DC 11, 1/rd. for 4
2nd (5/day, 3 left) – bull’s strength, resist energy, summon swarm rds., 1 Dex, 1 save)
1st (7/day, 6 left) – cause fear (DC 14), color spray (DC 14), Tactics: Before Combat Bloodscale warriors try to coat their
hypnotism (DC 14), mage armor, magic missile weapons in poison if time permits.
0 – daze (DC 12), detect magic, detect poison, ghost sound (DC 13), During Combat Bloodscale warriors hurl javelins from afar, try to
light, prestidigitation, mending trip or disarm foes with flying talons, or attempt to charge with
short spear if mounted.
TACTICS Morale Bloodscales are brainwashed to fight to the death.
Before Combat Jekkajak casts bull's strength on his myrmidons and STATISTICS
resist energy and mage armor on himself. Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 9
During Combat Jekkajak casts summon swarm to thicken the ranks, Base Atk +2; CMB +1 (+3 to trip or disarm with flying talon); CMD 13
and concentrates on it as long as is seems effective. He follows that Feats Exotic Weapon Proficiency (flying talon), Skill Focus
with magic missile, and if a dangerous fighter-type is present he (Perception), Weapon Finesse
casts cause fear. Jekkajak fights to the death. Skills Craft (trapmaking) +2, Perception +2, Profession (miner) +2,
 STATISTICS Stealth +5, Ride +5
Str 10, Dex 13, Con 13, Int 10, Wis 16, Cha 16 Languages draconic
Base Atk +3; CMB +3; CMD 12 Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession
Feats Combat Casting, Dodge, Eschew Materials (miner)
Skills Bluff +9, Craft (trapmaking) +5, Knowledge (arcana) +6, Combat Gear 4 doses small centipede poison
Perception +14, Profession (miner) +5 Other Gear short spear, studded leather, flying talon, 2 javelins
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession
(miner)
Languages Common, Draconic
SQ draconic bloodline (white)
Gear Heartripper Blade, cloak of resistance +2, think woolen red
robes and sandals, and an emerald cloak clasp (worth 100 gp)

Heartripper Blade
Aura moderate conjuration, divination, and evocation; CL 10th
Slot none; Price 11,302 gp
 DESCRIPTION
This +1 dagger is granted baleful powers when used in bloody sacrifice.
Whenever used to deliver a coup de grace, the Heartripper Blade pulls
the victim's still-beating heart free from his body. You may then consume
the heart to gain any of the following abilities.
You may eat the heart to gain a simultaneous remove disease,
restoration, and cure serious wounds effect.
You may utter a command word and cause the heart to burst into flame,
after which the Blade becomes a +2 flaming burst dagger for 1 hour. This
consumes the heart. You may speak a blasphemous second command
word to cause the heart to boil and smoke. Breathing in the smoke gives
you glimpses of the future or far off places and objects, granting you the
ability to use divination or scrying. This consumes the heart.
 Construction
Requirements Craft Magic Arms and Armor, flame blade, keen edge,
restoration, scrying; Cost 8,002 gp

Kobold Wizard (Kobold Adept 3) BAT FAMILIAR CR -


KOBOLD ADEPT CR 1 XP -
XP 400 Female bat familiar
Male kobold adept 3 N Diminutive animal
LE Small humanoid (reptilian) Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
Init +1; Senses darkvision 60 ft.; Perception +5  DEFENSE
 DEFENSE AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size) hp 2 (1d8–2)
hp 10 (3d6) Fort +0, Ref +4, Will +2
Fort +2, Ref +2, Will +5  OFFENSE
Weakness light sensitivity Speed 5 ft., fly 40 ft. (good)
 OFFENSE Melee bite +6 (1d3–4)
Speed 30 ft. Space 1 ft.; Reach 0 ft.
Melee masterwork club +3 (1d3)  STATISTICS
Spells Prepared (CL 3rd) Str 1, Dex 15, Con 6, Int 6, Wis 14, Cha 5
1st – burning hands (DC 13), cause fear (DC 13), command (DC 13) Base Atk +0; CMB –2; CMD 3
0 – create water, stabilize, mending Feats Weapon Finesse
Skills Fly +16, Perception +6
Tactics Racial Modifier +4 Perception
During Combat He casts spells and shies away from melee. SQ improved evasion, share spells, empathic link
Morale He surrenders if reduced to 5 hit points or less.
 STATISTICS
STATSTICS
Str 10, Dex 13, Con 11, Int 10, Wis 15, Cha 12
Base Atk +1; CMB +0; CMD 11
Feats AlertnessB, Combat Casting, Weapon Focus (club)
Skills Craft (trapmaking) +2, Perception +5, Profession (miner) +2,
Sense Motive +2, Spellcraft +6, Stealth +9, Survival +6
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2
Profession (miner)
Languages Common, Draconic
SQ summon familiar (bat named)
Gear masterwork club, torn brown robes, oversized dwarven boots

ITEMS:
Crown of the Kobold King Flying Talon
Aura strong transmutation; CL 12th This light exotic piercing weapon consists of a three pronged
Slot head; Price 15,000 gp barbed hook attacked to a length of chain.  The talon gives its
 DESCRIPTION wielder a reach of 10 feet and deals 1d4 piercing damage (or
The kobold king’s crown is as old as his tribe, and the 1d3 for Small creatures), threatening a critical on a natural
burnished bronze heirloom has passed from king to king for 20.  In addition, the wielder may initiate disarm or trip
centuries. Wearing the crown grants a +2 enhancement attacks with the talon, gaining a +2 bonus on either chick.  If
bonus to Charisma, a +2 natural armor bonus, immunity to the opponent resists the trip attempt and tries to trip him in
the frightful presence ability of dragons, and if the wearer is turn, the wielder may drop the talon to avoid falling prone.
a sorcerer, +1 caster level.     Cost: 15 gp; Weight: 5 lbs.
 CONSTRUCTION
Requirements Craft Wondrous Item, barkskin, eagle’s
splendor; Cost 10,500

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