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Kobold Wyrmpriest (W) Level 3 Artillery (Leader)Small natural humanoid XP 150Initiative +4 Senses Perception +4; darkvisionHP 36; Bloodied 18AC 17; Fortitude 13, Reflex 15, Will 15; see also trap senseSpeed 6m Spear (standard; at-will) ✦ Weapon+7 vs. AC; 1d8 damage.R Energy Orb (standard; at-will) ✦ see textRanged 10; +6 vs. Reflex; 1d10 + 3 damage of a chosen type(based on the dragon served).C Incite Faith (minor; encounter)Close burst 10; kobold allies in the burst gain 5 temporary hitpoints and shift 1 square.C Dragon Breath (standard; encounter) ✦ see textClose blast 3; +6 vs. Fortitude; 1d10 + 3 damage of a chosentype (based on the dragon served). Miss: Half damage.Shifty (minor; at-will)The kobold shifts 1 square.Trap SenseThe kobold gains a +2 bonus to all defenses against traps.Alignment Evil Languages Common, DraconicSkills Stealth +10, Thievery +10Str 9 (+0) Dex 16 (+4) Wis 17 (+4)Con 12 (+2) Int 9 (+0) Cha 12 (+2)Equipment hide armor, spear, bone mask4 Kobold Minions Level 1 MinionSmall natural humanoidXP 25 eachInitiative +3 Senses Perception +1; darkvisionHP 1; a missed attack never damages a minion.AC 15; Fortitude 11, Reflex 13, Will 11; see also trap senseSpeed 6m Javelin (standard; at-will) ✦ Weapon+5 vs. AC; 4 damage.r Javelin (standard; at-will) ✦ WeaponRanged 10/20; +5 vs. AC; 4 damage.Shifty (minor; at-will)The kobold shifts 1 square.Trap SenseThe kobold gains a +2 bonus to all defenses against traps.Alignment Evil Languages Common, DraconicSkills Stealth +4, Thievery +4Str 8 (–1) Dex 16 (+3) Wis 12 (+1)Con 12 (+1) Int 9 (–1) Cha 10 (+0)Equipment hide armor, light shield, 3 javelinsTacticsThe gray dragon fights without regard for her koboldservants and doesn’t hold back her frightful presence orher breath weapon if kobolds are in the area.Round 1: Caustrex delays her action until twoor more PCs come within 10 squares of her. At thatpoint, the dragon flies forward and unleashes herfrightful presence.The kobold <strong>dragons</strong>hields not affected by thefrightful presence move to lock down any frontlinedefenders, using shifty to maneuver in such a way asto put the PCs between themselves and the dragon.If the wyrmpriest and his minions are present,he places himself within 10 squares of the minions(and within 10 squares of the <strong>dragons</strong>hields, if possible).After he has done so, the wyrmpriest uses incitefaith to boost his allies’ hit points and goad them intoaction.The kobold minions work together, swarming overany lone PC striker or controller within reach.Round 2: Caustrex flies forward again, this timeto catch as many PCs as she can in the area of herbreath weapon. The <strong>dragons</strong>hields press their attack, asdo the kobold minions. The wyrmpriest keeps back,hurling an energy orb at any defenders that he canclearly see.Round 3+: As round 2, but Caustrex descendsand attacks in melee, spending an action point eachround. If she becomes bloodied, she uses her bloodiedbreath and considers retreating. The wyrmpriestflings energy orbs each round until an enemy comeswithin range of his dragon breath.Features of the AreaIllumination: A large hole in the ceiling lets inambient light, so the illumination corresponds to thetime of day.Elevation: The floor in this room is relatively flat,though it shifts elevation several times, in 10-footincrements. Climbing up from a lower shelf to thenext higher shelf requires a DC 10 Athletics check.CLIFFSIDE LAIRConclusionThe kobolds fight as long as the dragon is still aliveand present. Caustrex flees if reduced to 25 or fewerhit points, flying up through the hole in the ceiling.CHAPTER 3 | Dragon Lairs109