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LekmekCreature 3

Source Pathfinder Adventure: Crown of the Kobold King
Perception +8 (darkvision)
Languages Common, Draconic
Skills Athletics +11, Crafting +7, Intimidation +9, Lore +7, Survival +8
Str +4, Dex +0, Con +3, Int +0, Wis +1, Cha +2

AC 16; Fort +10; Reflex +7; Will +8;
HP 56
Speed 25 feet

Greatpick One Action +11 (+6, +1) to hit (fatal d12) 1d10+6 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.

Bark Command Two Actions (auditory, mental)

Requirements Lekmek hasn't attempted a Strike on this turn yet

Effect Lekmek barks a command to a lower-level kobold within 30 feet. That kobold can immediately take a Stride or Strike action.

False Retreat One Action

Requirements Lekmek is adjacent to at least one enemy

Effect Lekmek Strides, as if he were attempting to run away but is actually attempting to open a foe up for an attack. If Lekmek's Stride triggers a reaction, he can attempt a greatpick Strike (using his highest attack modifier) on the creature that takes this reaction. If he does so, Lekmek gains a +1 circumstance bonus on his attack roll.



A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.


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.