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Black Kobold Dragon Mage (BB)Creature 2

Source Pathfinder Beginner Box
Perception +5 (darkvision)
Languages none
Skills Arcana +6, Deception +8, Diplomacy +8, Lore +10, Intimidation +8, Stealth +7
Str -1, Dex +3, Con +0, Int +2, Wis +1, Cha +4

AC 17; Fort +4; Reflex +7; Will +7;
HP 25
Speed 25 feet
Resistances Acid 5

Claw One Action +7 (+3, -1) to hit (agile, finesse) 1d6-1 Slashing
Staff One Action +3 (-2, -7) to hit 1d8-1 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.


A kobold dragon mage's resistance depends on the color of its scales:

Sneak Attack

The dragon mage deals an extra 1d6 damage to creatures that have the Flat-Footed condition.

Wizard Spells (DC 20, +12 to hit)

Cantrips (1st Level): Detect Magic, Ghost Sound, Mage Hand, Ray of Frost
1st Level: Fear, Magic Missile (3x)

Kobolds are small, reptilian humanoids with physical similarities to dragons. They lurk in dark places, usually tunnels and mines, and use their cunning to even the playing field between themselves and stronger creatures. Kobold dragon mages use magic to carry out their schemes. The presence of one in a kobold warren is powerful evidence for the kobolds' claim to draconic heritage.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.


A creature with this trait is a member of the kobold ancestry.