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chromatic dragons.pdf - Free

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KOBOLDKobolds are devious creatures whose natural cunningand association with <strong>dragons</strong> give them a widerange of outlooks, objectives, and peculiarities. Theyare infamous for using traps to hamper, maim, andkill any who trespass in their lairs.Hobbler KoboldALL KOBOLDS USE TRAPS TO AN EXTENT, but the hobblershave elevated trap design to an art. Thesekobolds’ devices are not only innovative, but alsoespecially cruel, humiliating victims as much as theyhurt them.A typical hobbler kobold bristles with an assortmentof tools, such as clamps, wrenches, andhammers, in loops and pouches of its stained leatherapron. Hobblers also don dark goggles to protecttheir eyes, or complex spectacles fitted with dials andextra lenses to get a closer look at their traps’ innerworkings.Hobbler Kobold LoreA character knows the following information with asuccessful Nature check.DC 15: Hobbler kobold traps are among the mostvicious and innovative in the world, whether used tomaim, imprison, or kill. The kobolds that build thesedevices find employment with creatures other than<strong>dragons</strong>, especially those paranoid and heartlessenough to appreciate their cruelty.DC 15: Hobbler kobolds are so accustomed toworking with traps that they have developed a specialset of techniques to incorporate them into their fightingtactics.Hobbler TrapmasterLevel 2 SkirmisherSmall natural humanoid (reptile) XP 125Initiative +7 Senses Perception +2; darkvisionHP 38; Bloodied 19AC 16; Fortitude 13, Reflex 15, Will 12; see also trap senseSpeed 6m Throwing Hammer (standard; at-will) ✦ Weapon+7 vs. AC; 1d6 + 4 damage.r Throwing Hammer (standard; at-will) ✦ WeaponRanged 5/10; +7 vs. AC; 1d6 + 4 damage.M Deft Maneuver (standard; at-will) ✦ WeaponRequires throwing hammer; +8 vs. AC; 1d6 + 4 damage, andthe target slides 1 square.R Trap Opportunist (immediate reaction, when an enemy moves;at-will)Ranged 5; the trapmaster triggers a trap it is aware of withinrange.Shifty (minor; at-will)The trapmaster shifts 1 square.Trap SenseThe trapmaster gains a +6 bonus to all defenses against traps.Alignment Evil Languages Common, DraconicSkills Stealth +12, Thievery +12Str 9 (+0) Dex 18 (+5) Wis 13 (+2)Con 14 (+3) Int 13 (+2) Cha 9 (+0)Equipment leather armor, 4 throwing hammersHobbler Trapmaster TacticsA trapmaster takes care to memorize the locations ofall traps it has laid in an area and uses this knowledgeto its advantage in combat. Through deft maneuvering,it leads enemies into the range of dangeroustraps, confident in its own abilities to avoid harm.Hobbler DecoyLevel 4 SkirmisherSmall natural humanoid (reptile) XP 175Initiative +8 Senses Perception +5; darkvisionHP 56; Bloodied 28AC 18; Fortitude 15, Reflex 18, Will 15; see also trap senseSpeed 6; see also lightstepm Short Sword (standard; at-will) ✦ Weapon+9 vs. AC; 1d6 + 4 damage.R Taunting Jeer (move; at-will) ✦ CharmRanged 10; the decoy moves 4 squares and then attacks atarget within range; +7 vs. Will; the target is pulled 3 squares.Lightstep (move; at-will)The decoy moves up to its speed. This movement does nottrigger any traps of which it is aware.Shifty (minor; at-will)The decoy shifts 1 square.Trap SenseThe decoy gains a +4 bonus to all defenses against traps.Alignment Evil Languages Common, DraconicSkills Stealth +13, Thievery +13Str 11 (+2) Dex 19 (+6) Wis 17 (+5)Con 16 (+5) Int 12 (+3) Cha 10 (+2)Equipment leather armor, short swordHobbler Decoy TacticsHobbler decoys scout the fringes of their clan’s territory,using hit-and-run tactics and luring enemies intokilling zones brimming with malicious traps.Hobbler Trap Savant Level 6 Controller (Leader)Small natural humanoid (reptile) XP 250Initiative +6 Senses Perception +6; darkvisionHP 70; Bloodied 35AC 20; Fortitude 17, Reflex 18, Will 18Speed 6m Dagger (standard; at-will) ✦ Weapon+11 vs. AC; 1d4 + 5 damage.r Crossbow (standard; at-will) ✦ WeaponRanged 15/30; +11 vs. AC; 1d8 + 6 damage.M Tactical Reset (standard; at-will)The trap savant resets an adjacent triggered trap it is aware of.This power works even on a trap that has been disabled.R Anticipate Snare (immediate interrupt, when a trap within 2squares of the trap savant is triggered; at-will)The trap savant shifts 2 squares.224CHAPTER 4 | New Monsters

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