| The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don’t, as a group, outnumber their enemies at least two to one. | |
| Perception | +7 darkvision | 
| Languages | Common, Draconic | 
| Skills | Athletics [roll1d20+5| +5], Craft +7 , Nature +7 , Stealth +5 , Survival +7 | 
| STR +1 , DEX +4 , CON +3 , INT +3 , WIS +3 , CHA +1 | |
| Items | eggshell necklace, leather armor, shortsword, spear (3), spike trap (3) | 
| AC | 19 | 
| Saving Throws | Fort +7, Ref +10, Will +4 | 
| HP | 26 | 
| Speed | 25 feet | 
| Melee |  shortsword +7   +3 / -1 , (Agile, Finesse, Versatile S) Damage  piercing | 
| Ranged |  spear  +9   +4 / -1 (thrown 20 feet), Damage  piercing | 
| Special Abilities | Quick Trap  Requirements The kobold trapmaster deploys one spike trap in an adjacent square..
 
Hurried Retreat  Requirements The kobold warrior is adjacent to at least one enemy. Effect The kobold warrior 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 warrior deals extra  precision damage  to Flat-Footed creatures.
 
Spike Trap (Snare) Once this trap is deployed in a square, it deals  piercing  damage to anyone who steps on that square and they must attempt a DC 17 basic Reflex saving throw. 
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