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Kobold TrapmasterCreature 2

Source Pathfinder Beginners Box
Perception +6 (darkvision)
Languages Draconic
Str +2, Dex +4, Con +1, Int +4, Wis +3, Cha +1

AC 19; Fort +7; Reflex +10; Will +5;
HP 28
Speed 25 feet

Shortsword One Action +8 (+4, +0) to hit (agile, finesse, versatile s) 1d6 Piercing
Spear One Action +10 (+5, +0) to hit (thrown 20) 1d6 Piercing

Hurried Retreat One Action

If the kobold is adjacent to at least one enemy, the kobold Strides up to 30 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that's not adjacent to any enemy.

Quick Trap Three Actions

The kobold trapmaster deploys one spike trap in an adjacent square.

Sneak Attack

The kobold trapmaster deals an extra 1d6 damage to creatures that have the flat-footed condition.

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.

Spike Trap

Once this trap is deployed in a square, it deals 2d8 piercing damage to anyone who steps on that square and they must attempt a @Check[type:reflex|dc:17|basic:true] saving throw. A hero takes no damage on a critical success, half damage on a success, full damage on a failure, and double damage on a critical failure.



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.