Kobold Dragon Mage (PFS 3-99)Creature 2
Source Pathfinder Society Special #3-99: Fate in the Future
Perception +5 (darkvision)
Languages Common, Draconic
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 Poison 5
Claw +7 (+3, -1) to hit (agile, finesse) 1d6-1 Slashing
Staff +3 (-2, -7) to hit (two hand d8) 1d4-1 Bludgeoning
Darkvision
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.
DragonscaledA kobold dragon mage's resistance depends on the color of its scales:
- Green poison 5
Frequency once per hour
Requirements The kobold dragon mage is adjacent to at least one enemy.
Effect The dragon mage creates an illusion of itself in its square and then becomes Invisible (with the effects of a 2nd-level Invisibility spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemies.
This is a 1st-level spell that requires a somatic component.
Sneak AttackThe dragon mage deals an extra 1d6 precision damage to Flat-Footed creatures.
Arcane Spontaneous Spells (DC 20, +12 to hit)
Cantrips (1st Level): Detect Magic, Electric Arc, Ghost Sound, Mage Hand, Tanglefoot
1st Level (4 slots): Fear, Illusory Object, Magic Missile
Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage.
Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.
Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
KoboldA creature with this trait is a member of the kobold ancestry.