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GurtlekepCreature 2

Source Pathfinder Adventure: Crown of the Kobold King
Perception +7 (darkvision)
Languages Draconic
Skills Acrobatics +8, Crafting +6, Stealth +10, Thievery +8
Str +1, Dex +4, Con +2, Int +4, Wis +1, Cha +0

AC 18; Fort +10; Reflex +8; Will +5;
HP 30
Speed 25 feet

Shortsword One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d6+3 Piercing
Dagger One Action +10 (+6, +2) to hit (agile, thrown 10, versatile s) 1d4+3 Piercing


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.

Knife 'n Run One Action

Requirements Gurtlekep is adjacent to at least one enemy and holds a dagger in a hand

Effect Gurtlekep Strides up to his Speed plus 5 feet and then attempts a ranged Strike with his held dagger. He must end this movement in a space that isn't adjacent to any enemy.

Sneak Attack

Gurtlekep deals an additional 1d6 precision damage to flat-footed creatures.

When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.



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.