TEXT: 	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  100% CRUNCH: 
  KOBOLDS 
  RAGING SWAN PRESS 
  
  	
    
  	
    
  SUPPORT RAGING SWAN ON 
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  100% CRUNCH: KOBOLDS 
  Got	
    bored	
    with	
    the	
    normal	
    version	
    of	
    a	
    monster	
    and	
    fancy	
    spicing	
    things	
    up	
    a	
    bit?	
    Want	
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    include	
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  an	
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    monster	
    but	
    don’t	
    have	
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  Each	
    instalment	
    in	
    the	
    line	
    features	
    dozens	
    of	
    ready-­‐to-­‐go	
    stat	
    blocks	
    at	
    a	
    wide	
    range	
    or	
    CRs	
    of	
    an	
    iconic	
    monster.	
    This	
    instalment	
    of	
    100%	
    
  Crunch	
    presents	
    dozens	
    of	
    kobolds	
    (CRs	
    1/6-­‐5)	
    for	
    the	
    time-­‐crunched	
    GM	
    to	
    immediately	
    utilise	
    in	
    game.	
    
  	
    
  Design:	
    Julian	
    Neale	
    
  Development:	
    Creighton	
    Broadhurst	
    
  Editing:	
    Creighton	
    Broadhurst	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     William	
     McAusland	
     and	
     V	
     Shane.	
     Some	
     artwork	
    
  copyright	
    William	
    McAusland,	
    used	
    with	
    permission.	
     
  Thank	
    you	
    for	
    purchasing	
    100%	
    Crunch:	
    Kobolds;	
    we	
    hope	
    you	
    
  enjoy	
     it	
     and	
     that	
     you	
     check	
     out	
     our	
     other	
     fine	
     print	
     and	
     PDF	
    
  products.	
    	
    
  	
    
  Published	
    by	
    Raging	
    Swan	
    Press	
    
  October	
    2015	
    
  	
    
  ragingswan.com	
    
  gatekeeper@ragingswan.com	
    
  C O N T E N T S  
  About	
    the	
    Stat	
    Blocks	
    ...................................................................	
    2	
    
  Kobolds	
    By	
    CR	
    ...............................................................................	
    2	
    
  Kobolds	
    .........................................................................................	
    3	
    
  Normal	
    Kobolds	
    ............................................................................	
    4	
    
  CR	
    1/3	
    Kobolds	
    .............................................................................	
    5	
    
  CR	
    1/2	
    Kobolds	
    .............................................................................	
    6	
    
  CR	
    1	
    Kobolds	
    .................................................................................	
    8	
    
  CR	
    2	
    Kobolds	
    ...............................................................................	
    10	
    
  CR	
    3	
    Kobolds	
    ...............................................................................	
    12	
    
  CR	
    4	
    Kobolds	
    ...............................................................................	
    13	
    
  CR	
    5	
    Kobolds	
    ...............................................................................	
    14	
    
  Did	
    You	
    Know?	
    ............................................................................	
    16	
    
  	
    
  Product	
    Identity:	
    All	
    trademarks,	
    registered	
    trademarks,	
    proper	
    
  names	
    (characters,	
    deities,	
    artefacts,	
    places	
    and	
    so	
    on),	
    dialogue,	
    
  plots,	
     storylines,	
     language,	
     incidents,	
     locations,	
     characters,	
    
  artwork	
    and	
    trade	
    dress	
    are	
    product	
    identity	
    as	
    defined	
    in	
    the	
    
  Open	
    Game	
    License	
    version	
    1.0a,	
    Section	
    1(e)	
    and	
    are	
    not	
    Open	
    
  Content.	
    
  	
    
  Open	
    Content:	
    Except	
    material	
    designated	
    as	
    Product	
    Identity,	
    
  the	
    contents	
    of	
    100%	
    Crunch:	
    Kobolds	
    are	
    Open	
    Game	
    Content	
    
  as	
    defined	
    in	
    the	
    Open	
    Gaming	
    License	
    version	
    1.0a	
    Section	
    1(d).	
    
  No	
    portion	
    of	
    this	
    work	
    other	
    than	
    the	
    material	
    designated	
    as	
    
  Open	
     Game	
     Content	
     may	
     be	
     reproduced	
     in	
     any	
     form	
     without	
    
  written	
     permission.	
     The	
     moral	
     right	
     of	
     Julian	
     Neale	
     to	
     be	
    
  identified	
     as	
     the	
     author	
     of	
     this	
     work	
     has	
     been	
     asserted	
     in	
    
  accordance	
     with	
     the	
     Copyright	
     Designs	
     and	
     Patents	
     Act	
     1988.	
    
  ©Raging	
    Swan	
    Press	
    2015.	
    
  	
    
  Pathfinder	
     is	
     a	
     registered	
     trademark	
     of	
     Paizo	
     Inc.,	
     and	
     the	
    
  Pathfinder	
     Roleplaying	
     Game	
     and	
     the	
     Pathfinder	
     Roleplaying	
    
  Game	
    Compatibility	
    Logo	
    are	
    trademarks	
    of	
    Paizo	
    Inc.,	
    and	
    are	
    
  used	
     under	
     the	
     Pathfinder	
     Roleplaying	
     Game	
     Compatibility	
    
  License.	
     See	
     http://paizo.com/pathfinderRPG/compatibility	
     for	
    
  more	
    information	
    on	
    the	
    compatibility	
    license.	
    
  	
    
  Compatibility	
    with	
    the	
    Pathfinder	
    Roleplaying	
    Game	
    requires	
    the	
    
  Pathfinder	
    
  Roleplaying	
    
  Game	
    
  from	
    
  Paizo	
    
  Inc.	
    
  See	
    
  http://paizo.com/pathfinderRPG	
     for	
     more	
     information	
     on	
     the	
    
  Pathfinder	
     Roleplaying	
     Game.	
     Paizo	
     Inc.	
     does	
     not	
     guarantee	
    
  compatibility,	
    and	
    does	
    not	
    endorse	
    this	
    product.	
    
  	
    
  To	
    learn	
    more	
    about	
    the	
    Open	
    Game	
    License,	
    visit	
    
  wizards.com/d20.	
    
    
  
  2	
    
  A B O U T  T H E  S T A T  B L O C K S  
  The	
    stat	
    blocks	
    included	
    here,	
    and	
    in	
    the	
    Pathfinder	
    Roleplaying	
    
  Game	
    Monster	
    Codex,	
    present	
    a	
    wide	
    array	
    of	
    kobold	
    stat	
    blocks	
    
  to	
    use	
    within	
    and	
    outside	
    of	
    the	
    traditional	
    kobold	
    organisation	
    
  structure,	
     as	
     outlined	
     for	
     their	
     entry	
     in	
     the	
     Pathfinder	
    
  Roleplaying	
    Game	
    Bestiary.	
    Given	
    there	
    are	
    kobold	
    stat	
    blocks	
    in	
    
  the	
    MC,	
    it	
    seemed	
    a	
    wise	
    idea	
    to	
    include	
    a	
    reference	
    to	
    them	
    in	
    
  the	
    stat	
    block	
    listing	
    for	
    ease	
    of	
    reference.	
    
  	
    
  In	
     the	
     traditional	
     structure	
     for	
     kobolds,	
     the	
     following	
     stat	
    
  blocks	
     are	
     relevant:	
     kobold	
     clan	
     leader,	
     kobold	
     leader,	
     kobold	
    
  sergeant,	
     skilled	
     kobold	
     adept,	
     skilled	
     kobold	
     warrior,	
     and	
     the	
    
  stat	
    blocks	
    of	
    CR	
    1/4	
    and	
    1/6.	
    These	
    stat	
    blocks	
    represent	
    those	
    
  of	
    basic	
    kobolds	
    with	
    levels	
    in	
    NPC	
    classes.	
    Such	
    kobolds	
    might	
    
  be	
     those	
     kept	
     as	
     slaves	
     to	
     more	
     powerful	
     races,	
     or	
     groups	
     of	
    
  kobolds	
    which	
    are	
    untrained	
    and	
    less	
    wealthy	
    than	
    other	
    tribes.	
    
  	
    
  Do	
    not	
    feel	
    constrained	
    to	
    keep	
    to	
    this	
    structure,	
    however.	
    If	
    
  you	
    have	
    an	
    idea	
    for	
    a	
    cool	
    encounter,	
    feel	
    free	
    to	
    use	
    what	
    you	
    
  like.	
    Some	
    of	
    the	
    stat	
    blocks,	
    such	
    as	
    the	
    mining	
    specialist,	
    trap	
    
  specialist	
     and	
     providers,	
     perform	
     special	
     skilled	
     functions	
     for	
    
  kobold	
     society,	
     and	
     might	
     be	
     found	
     in	
     kobold	
     cities	
     or	
     cities	
    
  including	
     other	
     races.	
     In	
     particular,	
     the	
     providers	
     might	
     be	
    
  hunters,	
    
  animal	
    
  handlers	
    
  and/or	
    
  farmers	
    
  for	
    
  kobold	
    
  communities,	
    ensuring	
    their	
    food	
    needs	
    are	
    met;	
    they	
    typically	
    
  have	
    other	
    kobolds	
    working	
    under	
    them.	
    
  	
    
  Finally,	
    kobolds	
    are	
    traditionally	
    a	
    lawful	
    evil	
    race,	
    but	
    GMs	
    
  should	
     feel	
     free	
     to	
     have	
     some	
     of	
     these	
     kobolds	
     be	
     of	
     lawful	
    
  neutral	
    alignment,	
    to	
    have	
    some	
    fun	
    roleplaying	
    encounters.	
    
   
  K O B O L D S  B Y  C R  
  CR	
    
  	
    
  PAGE	
    
  1/6	
    
  Young	
    Kobold	
    
  4	
    
  1/4	
    
  Kobold	
    Adept	
    
  4	
    
  1/4	
    
  Kobold	
    Noncombatant	
    
  4	
    
  1/4	
    
  Kobold	
    Warrior	
    
  4	
    
  1/3	
    
  Giant	
    Kobold	
    Warrior	
    
  5	
    
  1/3	
    
  Kobold	
    Skeleton	
    
  5	
    
  1/3	
    
  Skilled	
    Adept	
    
  5	
    
  1/3	
    
  Skilled	
    Warrior	
    
  5	
    
  1/2	
    
  Kobold	
    Zombie	
    
  6	
    
  1/2	
    
  Skilled	
    Kobold	
    Archer	
    
  6	
    
  1/2	
    
  Trainee	
    Kobold	
    Devilspeaker	
    
  6	
    
  1/2	
    
  Trainee	
    Kobold	
    Inquisitor	
    
  6	
    
  1/2	
    
  Trainee	
    Kobold	
    Monk	
    
  7	
    
  1/2	
    
  Trainee	
    Kobold	
    Oracle	
    
  7	
    
  1	
    
  Giant	
    Kobold	
    Champion	
    
  8	
    
  1	
    
  Kobold	
    Bodyguard	
    
  8	
    
  1	
    
  Kobold	
    Iron	
    Master	
    
  8	
    
  1	
    
  Kobold	
    Mining	
    Specialist	
    
  8	
    
  1	
    
  Kobold	
    Provider	
    
  9	
    
  1	
    
  Kobold	
    Scout	
    
  9	
    
  1	
    
  Kobold	
    Scout	
    Specialist	
    
  9	
    
  1	
    
  Puissant	
    Kobold	
    Adept	
    
  9	
    
  2	
    
  Experienced	
    Kobold	
    Provider	
    
  10	
    
  2	
    
  Junior	
    Kobold	
    Devilspeaker	
    
  10	
    
  2	
    
  Kobold	
    Inquisitor	
    
  10	
    
  2	
    
  Kobold	
    Monk	
    
  11	
    
  2	
    
  Kobold	
    Oracle	
    
  11	
    
  2	
    
  Kobold	
    Sergeant	
    
  11	
    
  2	
    
  Kobold	
    Sniper	
    Sergeant	
    
  11	
    
  3	
    
  Junior	
    Kobold	
    Guilecaster	
    
  12	
    
  3	
    
  Junior	
    Kobold	
    Yapper	
    
  12	
    
  3	
    
  Kobold	
    Leader	
    
  12	
    
  4	
    
  Kobold	
    Clan	
    Leader	
    
  13	
    
  4	
    
  Kobold	
    Dragon	
    Spawn	
    
  13	
    
  4	
    
  Senior	
    Kobold	
    Oracle	
    
  13	
    
  5	
    
  Esoteric	
    Kobold	
    Adept	
    
  14	
    
  5	
    
  Senior	
    Kobold	
    Inquisitor	
    
  14	
    
  	
    
  Additionally,	
     the	
     Pathfinder	
     Roleplaying	
     Game	
     Monster	
     Codex	
    
  presents	
    the	
    following	
    kobold	
    stat	
    blocks:	
    
  CR	
    
  	
    
  1/2	
    
  Kobold	
    Scalecaster	
    
  1/2	
    
  Kobold	
    Sniper	
    
  1	
    
  Kobold	
    Monster	
    Wrangler	
    
  1	
    
  Kobold	
    Bomber	
    
  4	
    
  Kobold	
    Blade	
    
  4	
    
  Kobold	
    Master	
    Trapper	
    
  5	
    
  Kobold	
    Guilecaster	
    
  6	
    
  Kobold	
    Battle	
    Master	
    
  7	
    
  Kobold	
    Devilspeaker	
    
  7	
    
  Kobold	
    Yapper	
    
  8	
    
  Kobold	
    Chieftain	
    
  	
    
   
  
  3	
    
  K O B O L D S  
  Kobolds	
     are	
     creatures	
     of	
     the	
     dark,	
     found	
     most	
     commonly	
     in	
    
  enormous	
     underground	
     warrens	
     or	
     the	
     dark	
     corners	
     of	
     the	
    
  forest	
     where	
     the	
     sun	
     is	
     unable	
     to	
     reach.	
     Due	
     to	
     their	
     physical	
    
  similarities,	
     kobolds	
     loudly	
     proclaim	
     themselves	
     the	
     scions	
     of	
    
  dragonkind,	
     destined	
     to	
     rule	
     the	
     earth	
     beneath	
     the	
     wings	
     of	
    
  their	
    great	
    god-­‐cousins,	
    but	
    most	
    dragons	
    have	
    little	
    use	
    for	
    the	
    
  obnoxious	
    pests.	
    
  	
    
  While	
     they	
     may	
     speak	
     loudly	
     of	
     divine	
     right	
     and	
     manifest	
    
  destiny,	
     kobolds	
     are	
     keenly	
     aware	
     of	
     their	
     own	
     weakness.	
    
  Cowards	
    and	
    schemers,	
    they	
    never	
    fight	
    fair	
    if	
    they	
    can	
    help	
    it,	
    
  instead	
     setting	
     up	
     ambushes	
     and	
     double-­‐crosses,	
     holing	
     up	
     in	
    
  their	
     warrens	
     behind	
     countless	
     crude	
     but	
     ingenious	
     traps,	
     or	
    
  rolling	
    over	
    the	
    enemy	
    in	
    vast,	
    yipping	
    hordes.	
    
  	
    
  Kobold	
    coloration	
    varies	
    even	
    among	
    siblings	
    from	
    the	
    
  same	
     egg	
     clutch,	
     ranging	
     through	
     the	
     colors	
     of	
     the	
    
  chromatic	
     dragons,	
     with	
     red	
     being	
     the	
     most	
    
  common	
     but	
     white,	
     green,	
     blue,	
     and	
    
  black	
    kobolds	
    not	
    unheard	
    of.	
    
  	
    
  Environment	
    
  temperate	
    
  underground	
    or	
    deep	
    forest	
    
  	
    
  Organization	
     solitary,	
     gang	
    
  (2–4),	
     nest	
     (5–30	
     plus	
     equal	
    
  number	
    of	
    noncombatants,	
    1	
    
  sergeant	
    of	
    3rd	
    level	
    per	
    20	
    
  adults,	
    and	
    1	
    leader	
    of	
    4th–6th	
    
  level),	
     or	
     tribe	
     (31–300	
     plus	
     35%	
    
  noncombatants,	
     1	
     sergeant	
     of	
     3rd	
    
  level	
     per	
     20	
     adults,	
     2	
     lieutenants	
     of	
     4th	
    
  level,	
    1	
    leader	
    of	
    6th–8th	
    level,	
    and	
    5–16	
    dire	
    
  rats)	
    
  	
    
  Treasure	
     NPC	
     gear	
     (leather	
     armor,	
    
  spear,	
    sling,	
    other	
    treasure)	
    
  K O B O L D  C H A R A C T E R S  
  Kobolds	
     are	
     defined	
     by	
     their	
    
  class	
    
  levels—they	
    
  do	
    
  not	
    possess	
     racial	
     Hit	
     Dice.	
     A	
    
  kobold	
    
  with	
    
  NPC	
    
  class	
    
  levels	
    takes	
    a	
    –3	
    penalty	
    to	
    
  its	
     CR	
     (rather	
     than	
     the	
    
  normal	
    
  –2	
    penalty).	
    
  All	
    kobolds	
    
  have	
    
  the	
    
  following	
    racial	
    traits.	
    
  § 
  Stats:	
    –4	
    Strength,	
    +2	
    
  Dexterity,	
    
  –2	
    
  Constitution:	
    
  Kobolds	
    are	
    fast	
    but	
    
  weak.	
     	
    
  § 
  Small:	
    Kobolds	
    are	
    Small	
    and	
    gain	
    a	
    +1	
    size	
    bonus	
    to	
    their	
    AC,	
    a	
    
  +1	
     size	
     bonus	
     on	
     attack	
     rolls,	
    a	
     –1	
     penalty	
     to	
     their	
     CMB	
     and	
    
  CMD,	
    and	
    a	
    +4	
    size	
    bonus	
    on	
    Stealth	
    checks.	
    
  § 
  Normal	
    Speed:	
    Kobolds	
    have	
    a	
    base	
    speed	
    of	
    30	
    feet.	
    
  § 
  Darkvision:	
    Kobolds	
    can	
    see	
    in	
    the	
    dark	
    up	
    to	
    60	
    feet.	
    
  § 
  Armour:	
    Kobolds	
    have	
    a	
    +1	
    natural	
    armor	
    bonus.	
    
  § 
  Crafty:	
     Kobolds	
     gain	
     a	
     +2	
     racial	
     bonus	
     on	
     Craft	
    (trapmaking),	
    
  Perception,	
    and	
     Profession	
    (miner)	
     checks.	
     Craft	
    (trapmaking)	
    
  and	
    Stealth	
    are	
    always	
    class	
    skills	
    for	
    a	
    kobold.	
    	
    
  § 
  Weakness:	
    Light	
    sensitivity.	
    
  § 
  Languages:	
    
  Kobolds	
    begin	
    
  play	
    
  speaking	
    only	
    
  Draconic.	
    Kobolds	
    
  who	
    
  have	
    high	
    
  Intelligence	
    scores	
    
  can	
    
  choose	
    any	
    
  of	
    
  the	
    
  following	
    
  bonus	
    languages:	
    
  Common,	
    
  Dwarven,	
    Gnome,	
    
  and	
    
  Undercommon.	
    
  	
    
  
  4	
    
  N O R M A L  K O B O L D S  
  KOBOLD	
    ADEPT	
    
  C R 	
    1 / 4 	
    ( X P 	
    1 0 0 ) 	
    
  Kobold	
    adept	
    1	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +3,	
    Sense	
    Motive	
    +1	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +10	
    
  AC	
    15,	
    touch	
    14,	
    flat-­‐footed	
    12;	
    CMD	
    9	
    
  	
     (+2	
    Dex,	
    +1	
    dodge	
    [Dodge],	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    -­‐1,	
    Ref	
    +2,	
    Will	
    +3	
    
  hp	
    3	
    (1	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +0;	
    CMB	
    -­‐4	
    
  Melee	
    dagger	
    -­‐2	
    (1d3-­‐3/19-­‐20)	
    
  Adept	
    Spells	
    Prepared	
    (CL	
    1st,	
    concentration	
    +2;	
    share	
    spells)	
    
  1st—bless,	
    sleep	
    (DC	
    12)	
    
  0—ghost	
    sound,	
    guidance,	
    stabilize	
    
  Combat	
    Gear	
    potion	
    of	
    cure	
    light	
    wounds	
    
  Abilities	
    Str	
    4,	
    Dex	
    14,	
    Con	
    9,	
    Int	
    9,	
    Wis	
    13,	
    Cha	
    10	
    
  Feats	
    Dodge	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +4,	
    Knowledge	
    (religion)	
    
  +2,	
    Profession	
    (miner)	
    +6	
    
  Languages	
    Draconic,	
    empathic	
    link	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    spell	
    component	
    pouch,	
    5	
    gp	
    
  KOBOLD	
    N O N C O M B A T A N T	
    
  C R 	
    1 / 4 	
    ( X P 	
    1 0 0 ) 	
    
  Kobold	
    commoner	
    1	
    	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +1;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +4,	
    Sense	
    Motive	
    +2	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +9	
    
  AC	
    15,	
    touch	
    12,	
    flat-­‐footed	
    13;	
    CMD	
    9	
    
  	
     (+2	
    armour	
    [leather],	
    +1	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +0,	
    Ref	
    +1,	
    Will	
    +0	
    
  hp	
    3	
    (1	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +0;	
    CMB	
    -­‐2	
    	
    
  Melee	
    dagger	
    +0	
    (1d3-­‐1/19-­‐20)	
    	
    
  Ranged	
    dagger	
    (range	
    10	
    ft.)	
    +2	
    (1d3-­‐1/19-­‐20)	
    
  Abilities	
    Str	
    9,	
    Dex	
    13,	
    Con	
    10,	
    Int	
    9,	
    Wis	
    10,	
    Cha	
    8	
    
  Feats	
    Alertness	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Profession	
    (miner)	
    +6	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    2	
    daggers,	
    5	
    gp	
    
  KOBOLD	
    WARRIOR	
    	
    
  C R 	
    1 / 4 	
    ( X P 	
    1 0 0 ) 	
    
  Kobold	
    warrior	
    1	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +5;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +3,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +9	
    
  AC	
    15,	
    touch	
    12,	
    flat-­‐footed	
    14;	
    CMD	
    10	
    
  	
     (+2	
    armour	
    [leather],	
    +1	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +1,	
    Ref	
    +1,	
    Will	
    +1	
    
  hp	
    5	
    (1	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    -­‐1	
    	
    
  Melee	
    spear	
    +1	
    (1d6-­‐1/x3)	
    
  Ranged	
    shortbow	
    (range	
    60	
    ft.)	
    +3	
    (1d4-­‐1/x3)	
    
  Combat	
    Gear	
    arrows	
    (12)	
    
  Abilities	
    Str	
    9,	
    Dex	
    13,	
    Con	
    8,	
    Int	
    9,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Improved	
    Initiative	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Profession	
    (miner)	
    +3	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    5	
    gp	
    
  YOUNG	
    KOBOLD	
    	
    
  C R 	
    1 / 6 	
    ( X P 	
    6 5 ) 	
    
  Kobold	
    commoner	
    1	
    	
    
  LE	
    Tiny	
    humanoid	
    (reptilian)	
    
  Init	
    +3;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +4,	
    Sense	
    Motive	
    +2	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +13	
    
  AC	
    14,	
    touch	
    13,	
    flat-­‐footed	
    13;	
    CMD	
    8	
    
  	
     (+1	
    armour	
    [padded],	
    +1	
    Dex,	
    +2	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    -­‐2,	
    Ref	
    +3,	
    Will	
    +0	
    
  hp	
    1	
    (1	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +0;	
    CMB	
    -­‐5	
    	
    
  Melee	
    dagger	
    (reach	
    0	
    ft.)	
    -­‐1	
    (1d2-­‐3/19-­‐20)	
    	
    
  Ranged	
    dagger	
    (range	
    10	
    ft.)	
    +5	
    (1d2-­‐3/19-­‐20)	
    
  Abilities	
    Str	
    5,	
    Dex	
    17,	
    Con	
    6,	
    Int	
    9,	
    Wis	
    10,	
    Cha	
    8	
    
  Feats	
    Alertness	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Profession	
    (miner)	
    +6	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch	
    with	
    worthless	
    trinkets	
    
  	
    
  	
    
  	
    
  	
    
  
  5	
    
  C R  1 / 3  K O B O L D S  
  GIANT	
    KOBOLD	
    WARRIOR	
    	
    
  C R 	
    1 / 3 	
    ( X P 	
    1 3 5 ) 	
    
  Giant	
    kobold	
    warrior	
    1	
    
  LE	
    Medium	
    humanoid	
    (reptilian)	
    
  Init	
    +4;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +3,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Stealth	
    +3	
    
  AC	
    17,	
    touch	
    10,	
    flat-­‐footed	
    17;	
    CMD	
    12	
    
  	
     (+3	
    armour	
    [studded	
    leather],	
    +4	
    natural)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +3,	
    Ref	
    +0,	
    Will	
    +1	
    
  hp	
    7	
    (1	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    +2	
    
  Melee	
    spear	
    +2	
    (1d8+1/x3)	
    
  Ranged	
    spear	
    (range	
    20	
    ft.)	
    +1	
    (1d8+1/x3)	
    
  Combat	
    Gear	
    spears	
    (3)	
    
  Abilities	
    Str	
    13,	
    Dex	
    11,	
    Con	
    12,	
    Int	
    9,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Improved	
    Initiative	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Profession	
    (miner)	
    +3	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    5	
    gp	
    
  KOBOLD	
    SKELETON	
    
  C R 	
    1 / 3 	
    ( X P 	
    1 3 5 ) 	
    
  NE	
    Small	
    undead	
    
  Init	
    +7;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +0,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1	
    
  AC	
    17,	
    touch	
    14,	
    flat-­‐footed	
    13;	
    CMD	
    11	
    
  	
     (+2	
    armour	
    [leather],	
    +3	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Immune	
    mind-­‐affecting	
    effects,	
    death	
    effects,	
    disease,	
    paralysis,	
    
  poison,	
     sleep	
     effects,	
     stunning,	
     nonlethal	
     damage,	
     ability	
    
  drain,	
     energy	
     drain,	
     damage	
     to	
     physical	
     abilities,	
     exhaustion,	
    
  fatigue,	
    massive	
    damage,	
    any	
    effect	
    requiring	
    a	
    Fortitude	
    save,	
    
  (unless	
    it	
    affects	
    objects	
    or	
    is	
    harmless),	
    cold	
    
  Fort	
    +0,	
    Ref	
    +3,	
    Will	
    +2	
    
  hp	
    4	
    (1	
    HD);	
    DR	
    bludgeoning/5	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +0;	
    CMB	
    -­‐2	
    	
    
  Melee	
    spear	
    +0	
    (1d6-­‐1/x3),	
    or	
    2	
    claws	
    +0	
    (1d3-­‐1)	
    
  Abilities	
    Str	
    9,	
    Dex	
    16,	
    Con	
    —,	
    Int	
    —,	
    Wis	
    10,	
    Cha	
    10	
    
  Feats	
    Improved	
    Initiative	
    
  SKILLED	
    ADEPT	
    
  C R 	
    1 / 3 	
    ( X P 	
    1 3 5 ) 	
    
  Kobold	
    adept	
    2	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +3	
    (+5	
    when	
    familiar	
    
  within	
     arm’s	
     length),	
     Sense	
     Motive	
     +1	
     (+3	
     when	
     familiar	
    
  within	
    arm’s	
    length)	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +10	
    
  AC	
    15,	
    touch	
    14,	
    flat-­‐footed	
    12;	
    CMD	
    10	
    
  	
     (+2	
    Dex,	
    +1	
    dodge	
    [Dodge],	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    -­‐1,	
    Ref	
    +4,	
    Will	
    +4	
    
  hp	
    7	
    (2	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    -­‐3	
    
  Melee	
    dagger	
    -­‐1	
    (1d3-­‐3/19-­‐20)	
    	
    
  Adept	
    Spells	
    Prepared	
    (CL	
    2th,	
    concentration	
    +3;	
    share	
    spells)	
    
  1st—bless,	
    sleep	
    (DC	
    12)	
    
  0—ghost	
    sound	
    (DC	
    11),	
    guidance,	
    stabilize	
    
  Combat	
    Gear	
    potion	
    of	
    cure	
    light	
    wounds	
    
  Abilities	
    Str	
    4,	
    Dex	
    14,	
    Con	
    9,	
    Int	
    9,	
    Wis	
    13,	
    Cha	
    10	
    
  SQ	
    summon	
    familiar	
    (weasel;	
    hp	
    3)	
    
  Feats	
    AlertnessB,	
    Dodge	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +4,	
    Knowledge	
    (religion)	
    
  +3,	
    Profession	
    (miner)	
    +6	
    
  Languages	
    Draconic,	
    empathic	
    link	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    spell	
    component	
    pouch,	
    10	
    gp	
    
  SKILLED	
    WARRIOR	
    	
    
  C R 	
    1 / 3 	
    ( X P 	
    1 3 5 ) 	
    
  Kobold	
    warrior	
    2	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +5;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +5,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +10	
    
  AC	
    15,	
    touch	
    12,	
    flat-­‐footed	
    14;	
    CMD	
    11	
    
  	
     (+2	
    armour	
    [leather],	
    +1	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +1,	
    Ref	
    +1,	
    Will	
    +1	
    
  hp	
    9	
    (2	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    +0	
    	
    
  Melee	
    spear	
    +2	
    (1d6-­‐1/x3)	
    	
    
  Ranged	
    shortbow	
    (range	
    60	
    ft.)	
    +4	
    (1d4-­‐1/x3)	
    
  Combat	
    Gear	
    arrows	
    (20)	
    
  Abilities	
    Str	
    9,	
    Dex	
    13,	
    Con	
    8,	
    Int	
    9,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Improved	
    Initiative	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Profession	
    (miner)	
    +3	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    10	
    gp	
    
  	
    
  	
    
  	
    
  
  6	
    
  C R  1 / 2  K O B O L D S  
  KOBOLD	
    ZOMBIE	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  NE	
    Small	
    undead	
    
  Init	
    +1;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +0,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.,	
    staggered;	
    ACP	
    0	
    
  Staggered	
     (Ex)	
     Slow	
     and	
     ungainly,	
     a	
     zombie	
     can	
     only	
     take	
     a	
    
  single	
     move	
     or	
     standard	
     action	
     each	
     round.	
     A	
     zombie	
     can	
    
  move	
    its	
    speed	
    and	
    attack	
    as	
    a	
    charge	
    action.	
    
  AC	
    15,	
    touch	
    12,	
    flat-­‐footed	
    13;	
    CMD	
    11	
    
  	
     (+2	
    armour	
    [leather],	
    +1	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Immune	
    mind-­‐affecting	
    effects,	
    death	
    effects,	
    disease,	
    paralysis,	
    
  poison,	
     sleep	
     effects,	
     stunning,	
     nonlethal	
     damage,	
     ability	
    
  drain,	
     energy	
     drain,	
     damage	
     to	
     physical	
     abilities,	
     exhaustion,	
    
  fatigue,	
    massive	
    damage,	
    any	
    effect	
    requiring	
    a	
    Fortitude	
    save,	
    
  (unless	
    it	
    affects	
    objects	
    or	
    is	
    harmless)	
    
  Fort	
    +0,	
    Ref	
    +1,	
    Will	
    +3	
    
  hp	
    12	
    (2	
    HD);	
    DR	
    slashing/5	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    +0	
    	
    
  Melee	
    spear	
    +2	
    (1d6/x3)	
    or	
    	
    
  Melee	
    slam	
    +2	
    (1d4)	
    
  Abilities	
    Str	
    11,	
    Dex	
    12,	
    Con	
    —,	
    Int	
    —,	
    Wis	
    10,	
    Cha	
    10	
    
  Feats	
    Toughness	
    
  SKILLED	
    KOBOLD	
    ARCHER	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  Kobold	
    warrior	
    3	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +1;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +6,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +11	
    
  AC	
    16,	
    touch	
    12,	
    flat-­‐footed	
    15;	
    CMD	
    12	
    
  	
     (+3	
    armour	
    [mwk	
    studded	
    leather],	
    +1	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +2,	
    Ref	
    +2,	
    Will	
    +2	
    
  hp	
    13	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +1	
    	
    
  Melee	
    spear	
    +3	
    (1d6-­‐1/x3)	
    
  Ranged	
    shortbow	
    (range	
    60	
    ft.;	
    Point-­‐Blank	
    Shot,	
    Precise	
    Shot)	
    
  +5	
    (1d4-­‐1/x3)	
    
  Combat	
    Gear	
    arrows	
    (40)	
    
  Abilities	
    Str	
    9,	
    Dex	
    13,	
    Con	
    8,	
    Int	
    9,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Point-­‐Blank	
    Shot,	
    Precise	
    Shot	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Profession	
    (miner)	
    +3	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    48	
    gp	
    
  TRAINEE	
    KOBOLD	
    DEVILSPEAKER	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  Kobold	
    cleric	
    1	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +5,	
    Sense	
    Motive	
    +3	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +9	
    
  AC	
    17,	
    touch	
    13,	
    flat-­‐footed	
    15;	
    CMD	
    8	
    
  	
     (+3	
    armour	
    [mwk	
    studded	
    leather],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +2,	
    Ref	
    +2,	
    Will	
    +4	
    
  hp	
    9	
    (1	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +0;	
    CMB	
    -­‐4	
    
  Melee	
    heavy	
    mace	
    -­‐2	
    (1d6-­‐3)	
    
  Special	
     Attacks	
     channel	
     negative	
     energy	
     (5/day,	
     DC	
     12,	
     1d6;	
    
  Selective	
    Channelling)	
    
  Cleric	
    Spells	
    Prepared	
    (CL	
    1st;	
    concentration	
    +3;	
    law,	
    trickery)	
    
  1st—bless	
    (2),	
    disguise	
    selfD	
    
  0—detect	
    magic,	
    guidance,	
    mending	
    
  Domain	
    Spell-­‐Like	
    Abilities	
    (CL	
    1st;	
    concentration	
    +3)	
    
  5/day—copycat	
    (1	
    rd.),	
    touch	
    of	
    law	
    
  Combat	
    Gear	
    wand	
    of	
    cure	
    light	
    wounds	
    (10	
    chgs.)	
    
  Abilities	
    Str	
    4,	
    Dex	
    15,	
    Con	
    10,	
    Int	
    10,	
    Wis	
    15,	
    Cha	
    14	
    
  Feats	
    Selective	
    Channelling	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +1,	
     Heal	
     +6,	
     Profession	
    
  (miner)	
    +2	
    
  Languages	
    Draconic	
    
  Gear	
     as	
     above	
     plus	
     belt	
     pouch,	
     dagger,	
     silver	
     unholy	
     symbol,	
    
  spell	
    component	
    pouch,	
    20	
    gp	
    
  TRAINEE	
    KOBOLD	
    INQUISITOR	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  Kobold	
    inquisitor	
    1	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +4,	
    Sense	
    Motive	
    +5	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +10	
    
  AC	
    17,	
    touch	
    13,	
    flat-­‐footed	
    15;	
    CMD	
    11	
    
  	
     (+3	
    armour	
    [mwk	
    studded	
    leather],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +3,	
    Ref	
    +2,	
    Will	
    +3	
    
  hp	
    10	
    (1	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +0;	
    CMB	
    -­‐1	
    
  Melee	
    spear	
    +2	
    (1d6/x3)	
    
  Ranged	
    Touch	
    tanglefoot	
    bag	
    (range	
    10	
    ft.)	
    +3	
    (special)	
    
  Atk	
    Options	
    judgement	
    (1/day)	
    
  Inquisitor	
    Spells	
    Known	
    (CL	
    1st;	
    concentration	
    +2)	
    
  1st	
    (2)—cure	
    light	
    wounds,	
    magic	
    weapon	
    
  0—acid	
    splash,	
    detect	
    magic,	
    disrupt	
    undead,	
    sift	
    
  Domain	
    Spell-­‐Like	
    Ability	
    (CL	
    1st;	
    concentration	
    +2)	
    
  4/day—copycat	
    (1	
    round)	
    
  Combat	
    Gear	
    tanglefoot	
    bags	
    (3)	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    12,	
    Int	
    10,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Weapon	
    Focus	
    (spear)	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +2,	
     Intimidate	
     +4,	
    
  Knowledge	
     (arcana,	
     planes,	
     religion)	
     +4,	
     Profession	
     (miner)	
    
  +3	
    
  Languages	
    Draconic	
    
  SQ	
    domain	
    (Trickery),	
    monster	
    lore	
    (+1),	
    stern	
    gaze	
    (+1)	
    
  Gear	
     as	
     above	
     plus	
     belt	
     pouch,	
     dagger,	
     silver	
     unholy	
     symbol,	
    
  spell	
    component	
    pouch,	
    30	
    gp	
    
  	
    
  	
    
  
  7	
    
  TRAINEE	
    KOBOLD	
    MONK	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  Kobold	
    monk	
    1	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +6,	
    Sense	
    Motive	
    +4	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Acrobatics	
    +6,	
    Stealth	
    +10	
    
  AC	
    15,	
    touch	
    14,	
    flat-­‐footed	
    12;	
    CMD	
    11	
    
  	
     (+2	
    Dex,	
    +1	
    dodge	
    [Dodge],	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +3,	
    Ref	
    +4,	
    Will	
    +4	
    
  hp	
    10	
    (1	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +0;	
    CMB	
    +0	
    
  Melee	
    unarmed	
    strike	
    +3	
    (1d4)	
    
  Ranged	
    Touch	
    tanglefoot	
    bag	
    (range	
    10	
    ft.)	
    +3	
    
  (special)	
    
  Atk	
     Options	
     Stunning	
     Fist	
     (1/day,	
     DC	
     10),	
    
  flurry	
    of	
    blows	
    
  Combat	
    Gear	
    potions	
    of	
    cure	
    light	
    wounds	
    (2)	
    and	
    mage	
    armour	
    
  (2),	
    tanglefoot	
    bags	
    (3)	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    12,	
    Int	
    12,	
    Wis	
    10,	
    Cha	
    8	
    
  Feats	
    DodgeB,	
    Iron	
    WillB,	
    Stunning	
    FistB,	
    Weapon	
    Finesse	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +3,	
    Knowledge	
    (religion)	
    
  +5,	
    Profession	
    (miner)	
    +2	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    37	
    gp	
    
  TRAINEE	
    KOBOLD	
    ORACLE	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  Kobold	
    oracle	
    1	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2,	
    war	
    sight;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +3,	
    Sense	
    
  Motive	
    +3	
    
  War	
     Sight	
     (Su)	
     Roll	
     twice	
     for	
     initiative	
     and	
     use	
    
  the	
    best	
    result.	
    
  Speed	
    20	
    ft.;	
    ACP	
    0;	
    Stealth	
    +10	
    
  AC	
    17,	
    touch	
    13,	
    flat-­‐footed	
    15;	
    CMD	
    11	
    
  	
     (+3	
     armour	
     [mwk	
     studded	
     leather],	
     +2	
     Dex,	
    
  +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
     Sensitivity	
     (Ex)	
     When	
     in	
     an	
     area	
    
  of	
     bright	
     sunlight	
     or	
     within	
     the	
    
  radius	
     of	
     a	
     daylight	
     spell	
     the	
    
  kobold	
    is	
    dazzled.	
    
  Fort	
    +1,	
    Ref	
    +2,	
    Will	
    +2	
    
  hp	
    10	
    (1	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    
  +0;	
    CMB	
    -­‐1	
    
  Melee	
    
  spear	
    
  +2	
    
  (1d6/x3)	
    
  Oracle	
    Spells	
    Known	
    
  (CL	
     1st;	
     concentration	
    
  +3)	
    
  1st	
     (4/day)—cure	
     light	
     wounds,	
     divine	
     favour,	
     magic	
    
  weapon	
    
  0—mending,	
    purify	
    food	
    and	
    drink,	
    read	
    magic,	
    stabilize	
    
  Combat	
    Gear	
    potions	
    of	
    cure	
    light	
    wounds	
    (3)	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    12,	
    Int	
    8,	
    Wis	
    10,	
    Cha	
    12	
    
  Feats	
    Weapon	
    Focus	
    (spear)	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +1,	
     Knowledge	
    
  (religion)	
    +3,	
    Profession	
    (miner)	
    +2	
    
  Languages	
    Draconic	
    
  SQ	
     oracle’s	
     curse	
     (lame),	
     mystery	
     (battle),	
     revelation	
    
  (war	
    sight)	
    
  Gear	
     as	
     above	
     plus	
     belt	
     pouch,	
     dagger,	
     silver	
     holy	
    
  symbol,	
    spell	
    component	
    pouch,	
    30	
    gp	
    
   
   
  
  8	
    
  C R  1  K O B O L D S  
  GIANT	
    KOBOLD	
    CHAMPION	
    	
    
  C R 	
    1 	
    ( X P 	
    4 0 0 ) 	
    
  Giant	
    kobold	
    warrior	
    3	
    
  LE	
    Medium	
    humanoid	
    (reptilian)	
    
  Init	
    +4;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +3,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    ACP	
    +0;	
    Stealth	
    +4	
    
  AC	
    17,	
    touch	
    10,	
    flat-­‐footed	
    17;	
    CMD	
    14	
    
  	
     (+3	
    armour	
    [mwk	
    studded	
    leather],	
    +4	
    natural)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +3,	
    Ref	
    +1,	
    Will	
    +2	
    
  hp	
    20	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +4	
    
  Melee	
    mwk	
    spear	
    +6	
    (1d8+1/x3)	
    
  Ranged	
    spear	
    (range	
    20	
    ft.)	
    +4	
    (1d8+1/x3)	
    
  Combat	
    Gear	
    spears	
    (2),	
    potion	
    of	
    cure	
    light	
    wounds,	
    potion	
    of	
    
  shield	
    of	
    faith	
    
  Abilities	
    Str	
    13,	
    Dex	
    11,	
    Con	
    12,	
    Int	
    9,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Improved	
    Initiative,	
    Weapon	
    Focus	
    (spear)	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +1,	
     Intimidate	
     +4,	
    
  Profession	
    (miner)	
    +3	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    5	
    gp	
    
  KOBOLD	
    BODYGUARD	
    	
    
  C R 	
    1 	
    ( X P 	
    4 0 0 ) 	
    
  Kobold	
    warrior	
    4	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +3,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐2;	
    Stealth	
    +10	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    14	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +4,	
    Ref	
    +3,	
    Will	
    +1	
    
  hp	
    26	
    (4	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +4;	
    CMB	
    +2	
    	
    
  Melee	
    greataxe	
    (Power	
    Attack	
    [-­‐2/+6])	
    +5	
    (1d10-­‐1/x3)	
    
  Ranged	
    tanglefoot	
    bag	
    (range	
    10	
    ft.)	
    +7	
    (special)	
    
  Atk	
    Options	
    Hit	
    and	
    Run	
    
  Combat	
    Gear	
    tanglefoot	
    bag	
    (2)	
    
  Abilities	
    Str	
    9,	
    Dex	
    14,	
    Con	
    10,	
    Int	
    9,	
    Wis	
    10,	
    Cha	
    8	
    
  Feats	
    Power	
    Attack,	
    Weapon	
    Focus	
    (greataxe)	
    
  KOBOLD	
    IRON	
    MASTER	
    	
    
  C R 	
    1 	
    ( X P 	
    4 0 0 ) 	
    
  Kobold	
    warrior	
    1/expert	
    3	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +8,	
    Sense	
    Motive	
    +6	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Stealth	
    +12	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    13	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +2,	
    Ref	
    +3,	
    Will	
    +2	
    
  hp	
    15	
    (4	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +1	
    
  Melee	
    warhammer	
    +3	
    (1d6-­‐1)	
    
  Combat	
    Gear	
    potions	
    of	
    crafter’s	
    fortune	
    (2)	
    
  Abilities	
    Str	
    9,	
    Dex	
    14,	
    Con	
    8,	
    Int	
    12,	
    Wis	
    9,	
    Cha	
    8	
    
  Feats	
    Skill	
    Focus	
    (Craft	
    [armour]),	
    Skill	
    Focus	
    (Craft	
    [weapons])	
    
  Skills	
    as	
    above	
    plus	
    Appraise	
    +8,	
    Craft	
    (armour,	
    weapons)	
    +11,	
    
  Craft	
    (trapmaking)	
    +3,	
    Profession	
    (miner)	
    +2	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    25	
    gp	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Profession	
    (miner)	
    +2	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    17	
    gp	
    
  KOBOLD	
    MINING	
    SPECIALIST	
    
  C R 	
    1 	
    ( X P 	
    4 0 0 ) 	
    
  Kobold	
    expert	
    4	
    	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +5;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +8,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Stealth	
    +8	
    
  AC	
    17,	
    touch	
    12,	
    flat-­‐footed	
    16;	
    CMD	
    13	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +1	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +1,	
    Ref	
    +2,	
    Will	
    +4	
    
  hp	
    14	
    (4	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +2	
    	
    
  Melee	
    spear	
    +4	
    (1d6/x3)	
    
  Ranged	
    light	
    crossbow	
    (range	
    80	
    ft.)	
    +5	
    (1d6/19-­‐20)	
    or	
    	
    
  Ranged	
    thrown	
    item	
    (range	
    10	
    ft.)	
    +5	
    touch	
    (special)	
    
  Combat	
    Gear	
    alchemist’s	
    fire	
    (2),	
    bolts	
    (10),	
    tanglefoot	
    bag	
    
  Abilities	
    Str	
    10,	
    Dex	
    13,	
    Con	
    10,	
    Int	
    9,	
    Wis	
    10,	
    Cha	
    8	
    
  Feats	
    Improved	
    Initiative,	
    Skill	
    Focus	
    (Knowledge	
    [engineering])	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +8,	
     Disable	
     Device	
     +7,	
    
  Knowledge	
    (dungeoneering)	
    +6,	
    Knowledge	
    (engineering)	
    +9,	
    
  Profession	
    (miner)	
    +9	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    3	
    gp	
    
  	
    
  	
    
  
  9	
    
  KOBOLD	
    PROVIDER	
    
  C R 	
    1 	
    ( X P 	
    4 0 0 ) 	
    
  Kobold	
    ranger	
    2	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +9,	
    Sense	
    Motive	
    +2	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Climb	
    +4,	
    Stealth	
    +10	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    13	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +3,	
    Ref	
    +5,	
    Will	
    +2	
    
  hp	
    15	
    (2	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    +1	
    
  Melee	
    mwk	
    greatsword	
    +4	
    (2d4/19-­‐20)	
    
  Ranged	
    longbow	
    (range	
    100	
    ft.;	
    Point-­‐Blank	
    Shot)	
    +5	
    (1d6/x3)	
    
  Atk	
    Options	
    favoured	
    enemy	
    (animals	
    [+2])	
    
  Combat	
    Gear	
    arrows	
    (40)	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    10,	
    Int	
    10,	
    Wis	
    14,	
    Cha	
    8	
    
  Feats	
    Point-­‐Blank	
    ShotB,	
    Skill	
    Focus	
    (Handle	
    Animal)	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +2,	
     Handle	
     Animal	
     +7,	
    
  Knowledge	
     (nature)	
     +5,	
     Profession	
     (farmer)	
     +7,	
     Profession	
    
  (miner)	
    +4,	
    Survival	
    +7	
    (+8	
    tracking)	
    
  Languages	
    Draconic	
    
  SQ	
    combat	
    style	
    (archery),	
    track	
    (+1),	
    wild	
    empathy	
    (+1)	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    75	
    gp	
    
  KOBOLD	
    SCOUT	
    	
    
  C R 	
    1 	
    ( X P 	
    4 0 0 ) 	
    
  Kobold	
    warrior	
    2/expert	
    2	
    	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +6;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +9,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    Run;	
    ACP	
    -­‐1;	
    Acrobatics	
    +5,	
    Climb	
    +2,	
    Stealth	
    +10	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    13	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +3,	
    Ref	
    +2,	
    Will	
    +3	
    
  hp	
    18	
    (4	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +1	
    
  Melee	
    spear	
    +3	
    (1d6-­‐1/x3)	
    
  Ranged	
    shortbow	
    (range	
    60	
    ft.)	
    +6	
    (1d4-­‐1/x3)	
    
  Combat	
    Gear	
    arrows	
    (20)	
    
  Abilities	
    Str	
    9,	
    Dex	
    14,	
    Con	
    8,	
    Int	
    9,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Improved	
    Initiative,	
    Run	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +1,	
     Disable	
     Device	
     +8,	
    
  Knowledge	
     (geography)	
     +3,	
     Profession	
     (miner)	
     +3,	
     Survival	
    
  +5	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    thieves’	
    tools,	
    74	
    gp	
    
  KOBOLD	
    TRAP	
    SPECIALIST	
    	
    
  C R 	
    1 	
    ( X P 	
    4 0 0 ) 	
    
  Kobold	
    expert	
    4	
    	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +13,	
    Sense	
    Motive	
    
  +1	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Acrobatics	
    +8,	
    Climb	
    +2,	
    Escape	
    Artist	
    +5,	
    
  Stealth	
    +12	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    13	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +0,	
    Ref	
    +3,	
    Will	
    +3	
    
  hp	
    14	
    (4	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +1	
    
  Melee	
    morningstar	
    +3	
    (1d6-­‐1)	
    
  Ranged	
    heavy	
    crossbow	
    (range	
    120	
    ft.)	
    +6	
    (1d8/19-­‐20)	
    
  Combat	
    Gear	
    bolts	
    (10)	
    
  Abilities	
    Str	
    9,	
    Dex	
    14,	
    Con	
    8,	
    Int	
    9,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Skill	
    Focus	
    (Craft	
    [trapmaking]),	
    Skill	
    Focus	
    (Perception)	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +11,	
     Disable	
     Device	
     +8,	
    
  Intimidate	
    +2,	
    Profession	
    (miner)	
    +7	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    thieves’	
    tools,	
    48	
    gp	
    
  PUISSANT	
    KOBOLD	
    ADEPT	
    	
    
  C R 	
    1 	
    ( X P 	
    4 0 0 ) 	
    
  Kobold	
    adept	
    4	
    	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +6;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +4,	
    Sense	
    Motive	
    +2	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +12	
    
  AC	
    14,	
    touch	
    13,	
    flat-­‐footed	
    12;	
    CMD	
    10	
    
  	
     (+2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +0,	
    Ref	
    +3,	
    Will	
    +6	
    
  hp	
    14	
    (4	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    -­‐2	
    
  Melee	
    dagger	
    +0	
    (1d3-­‐3/19-­‐20)	
    	
    
  Adept	
    Spells	
    Prepared	
    (CL	
    4th,	
    concentration	
    +6;	
    share	
    spells)	
    
  2nd—invisibility	
    
  1st—bless,	
    burning	
    hands	
    (DC	
    13),	
    sleep	
    (DC	
    13)	
    
  0—ghost	
    sound,	
    guidance,	
    touch	
    of	
    fatigue	
    (DC	
    12)	
    
  Combat	
     Gear	
     potions	
     of	
     mage	
     armour	
     (2),	
     wand	
     of	
     cure	
     light	
    
  wounds	
    (15	
    charges)	
    
  Abilities	
    Str	
    4,	
    Dex	
    14,	
    Con	
    9,	
    Int	
    9,	
    Wis	
    14,	
    Cha	
    10	
    
  SQ	
    summon	
    familiar	
    
  Feats	
    Improved	
    Initiative,	
    Stealthy	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Heal	
    +6,	
    Knowledge	
    
  (religion)	
    +4,	
    Profession	
    (miner)	
    +4	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    spell	
    component	
    pouch,	
    57	
    gp	
    
  	
    
  	
    
  	
    
  
  10	
    
  C R  2  K O B O L D S  
  EXPERIENCED	
    KOBOLD	
    PROVIDER	
    
  C R 	
    2 	
    ( X P 	
    6 0 0 ) 	
    
  Kobold	
    ranger	
    3	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +10,	
    Sense	
    Motive	
    
  +2	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Climb	
    +5,	
    Stealth	
    +11	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    14	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +3,	
    Ref	
    +5,	
    Will	
    +3	
    
  hp	
    21	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +2	
    
  Melee	
    mwk	
    greatsword	
    +5	
    (2d4/19-­‐20)	
    
  Ranged	
     mwk	
     composite	
     longbow	
     (range	
     110	
     ft.	
     Deadly	
     Aim,	
    
  Point-­‐Blank	
    Shot)	
    +7	
    (1d6/x3)	
    
  Atk	
    Options	
    favoured	
    enemy	
    (animals	
    [+2])	
    
  Combat	
    Gear	
    arrows	
    (40),	
    potions	
    of	
    bull’s	
    strength	
    and	
    weapon	
    
  of	
    awe	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    10,	
    Int	
    10,	
    Wis	
    14,	
    Cha	
    8	
    
  Feats	
     Deadly	
     Aim,	
     EnduranceB,	
     Point-­‐Blank	
     ShotB,	
     Skill	
     Focus	
    
  (Handle	
    Animal)	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +2,	
     Handle	
     Animal	
     +8,	
    
  Knowledge	
     (nature)	
     +6,	
     Profession	
     (farmer)	
     +8,	
     Profession	
    
  (miner)	
    +4,	
    Survival	
    +8	
    (+9	
    tracking)	
    
  Languages	
    Draconic	
    
  SQ	
    combat	
    style	
    (archery),	
    favoured	
    terrain	
    (+2;	
    choose	
    as	
    best	
    
  fits	
    kobold’s	
    region),	
    track	
    (+1),	
    wild	
    empathy	
    (+2)	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    45	
    gp	
    
  JUNIOR	
    KOBOLD	
    DEVILSPEAKER	
    
  C R 	
    2 	
    ( X P 	
    6 0 0 ) 	
    
  Kobold	
    cleric	
    3	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +7,	
    Sense	
    Motive	
    +3	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Stealth	
    +9	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    10	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +4,	
    Ref	
    +6,	
    Will	
    +6	
    
  hp	
    20	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    -­‐2	
    
  Melee	
    heavy	
    mace	
    +0	
    (1d6-­‐3)	
    
  Special	
     Attacks	
     channel	
     negative	
     energy	
     (5/day,	
     DC	
     13,	
     2d6;	
    
  Selective	
    Channelling)	
    
  Cleric	
    Spells	
    Prepared	
    (CL	
    3rd;	
    concentration	
    +5;	
    law,	
    trickery)	
    
  2nd—hold	
    person	
    (2;	
    DC	
    14),	
    invisibilityD	
    
  1st—bless	
    (2),	
    disguise	
    selfD,	
    obscuring	
    mist	
    
  0—bleed	
    (DC	
    12),	
    detect	
    magic,	
    guidance,	
    mending	
    
  Domain	
    Spell-­‐Like	
    Abilities	
    (CL	
    3rd;	
    concentration	
    +5)	
    
  5/day—copycat	
    (3	
    rds.),	
    touch	
    of	
    law	
    
  Combat	
    Gear	
    potion	
    of	
    eagle’s	
    splendour	
    
  Abilities	
    Str	
    4,	
    Dex	
    15,	
    Con	
    10,	
    Int	
    10,	
    Wis	
    15,	
    Cha	
    14	
    
  Feats	
    Combat	
    Casting,	
    Selective	
    Channelling	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +1,	
     Heal	
     +7,	
     Profession	
    
  (miner)	
    +2	
    
  Languages	
    Draconic	
    
  Gear	
     as	
     above	
     plus	
     belt	
     pouch,	
     cloak	
     of	
     resistance	
     +1,	
     silver	
    
  unholy	
    symbol,	
    spell	
    component	
    pouch,	
    55	
    gp	
    
  KOBOLD	
    INQUISITOR	
    
  C R 	
    2 	
    ( X P 	
    6 0 0 ) 	
    
  Kobold	
    inquisitor	
    3	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +7;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +6,	
    Sense	
    Motive	
    +5	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Stealth	
    +11	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    13	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +5,	
    Ref	
    +4,	
    Will	
    +5	
    
  hp	
    23	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    +1	
    
  Melee	
    spear	
    +4	
    (1d6/x3)	
    
  Atk	
    Options	
    judgement	
    (1/day),	
    Precise	
    Strike,	
    solo	
    tactics	
    
  Inquisitor	
    Spells	
    Known	
    (CL	
    3rd;	
    concentration	
    +4)	
    
  1st	
     (4/day)—alarm,	
     cure	
     light	
     wounds,	
     divine	
     favour,	
     magic	
    
  weapon	
    
  0—acid	
    splash,	
    create	
    water,	
    detect	
    magic,	
    disrupt	
    undead,	
    sift,	
    
  stabilize	
    
  Domain	
    Spell-­‐Like	
    Ability	
    (CL	
    3rd;	
    concentration	
    +4)	
    
  4/day—copycat	
    (3	
    rds.)	
    
  Inquisitor	
    Spell-­‐Like	
    Ability	
    (CL	
    3rd;	
    concentration	
    +4)	
    
  At	
    will—detect	
    alignment	
    
  Combat	
    Gear	
    scrolls	
    of	
    invisibility	
    (2)	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    12,	
    Int	
    10,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Improved	
    Initiative,	
    Weapon	
    Focus	
    (spear)	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +2,	
     Intimidate	
     +5,	
    
  Knowledge	
     (arcana,	
     planes,	
     religion)	
     +6,	
     Profession	
     (miner)	
    
  +3,	
    Sense	
    Motive	
    +5	
    (+6	
    track)	
    
  Languages	
    Draconic	
    
  SQ	
    cunning	
    initiative	
    (+1),	
    domain	
    (Trickery),	
    monster	
    lore	
    (+1),	
    
  stern	
    gaze	
    (+1),	
    teamwork	
    feat	
    (Precise	
    Strike),	
    track	
    (+1)	
    
  Gear	
     as	
     above	
     plus	
     belt	
     pouch,	
     dagger,	
     cloak	
     of	
     resistance	
     +1,	
    
  silver	
    unholy	
    symbol,	
    spell	
    component	
    pouch,	
    65	
    gp	
    
  	
    
  	
    
  
  11	
    
  KOBOLD	
    MONK	
    
  C R 	
    2 	
    ( X P 	
    6 0 0 ) 	
    
  Kobold	
    monk	
    3	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +8,	
    Sense	
    Motive	
    +6	
    
  Speed	
    40	
    ft.	
    (fast	
    movement);	
    ACP	
    -­‐0;	
    Acrobatics	
    +8,	
    Stealth	
    +12	
    
  AC	
    15,	
    touch	
    14,	
    flat-­‐footed	
    12;	
    CMD	
    14	
    
  	
     (+2	
    Dex,	
    +1	
    dodge	
    [Dodge],	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +5,	
    Ref	
    +6	
    (evasion),	
    Will	
    +6;	
    +2	
    vs.	
    enchantment	
    spells	
    and	
    
  effects	
    
  hp	
    23	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    +2	
    
  Melee	
    unarmed	
    strike	
    +6	
    (1d4)	
    
  Ranged	
    Touch	
    tanglefoot	
    bag	
    (range	
    10	
    ft.)	
    +5	
    (special)	
    
  Special	
    Attacks	
    Combat	
    Reflexes,	
    Stunning	
    Fist	
    (3/day,	
     DC	
    11),	
    
  flurry	
    of	
    blows	
    
  Combat	
     Gear	
     potions	
     of	
     bull’s	
     strength	
     and	
     mage	
     armour	
     (2),	
    
  tanglefoot	
    bags	
    (3)	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    12,	
    Int	
    12,	
    Wis	
    10,	
    Cha	
    8	
    
  SQ	
    maneuver	
    training,	
    still	
    mind	
    
  Feats	
     Combat	
     ReflexesB,	
     DodgeB,	
     Iron	
     WillB,	
     Stunning	
     FistB,	
    
  Weapon	
    Finesse,	
    Weapon	
    Focus	
    (unarmed	
    strike)	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +3,	
    Knowledge	
    (religion)	
    
  +7,	
    Profession	
    (miner)	
    +2	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    cloak	
    of	
    protection	
    +1,	
    97	
    gp	
    
  KOBOLD	
    ORACLE	
    
  C R 	
    2 	
    ( X P 	
    6 0 0 ) 	
    
  Kobold	
    oracle	
    3	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +6,	
    war	
    sight;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +5,	
    Sense	
    
  Motive	
    +3	
    
  War	
    Sight	
    (Su)	
    Roll	
    twice	
    for	
    initiative	
    and	
    use	
    best	
    result.	
    
  Speed	
    20	
    ft.;	
    ACP	
    0;	
    Stealth	
    +12	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    11	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +3,	
    Ref	
    +4,	
    Will	
    +4	
    
  hp	
    23	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    -­‐1	
    
  Melee	
    longspear	
    +4	
    (reach	
    10	
    ft.;	
    Power	
    Attack	
    [-­‐2/+3])	
    (1d6/x3)	
    
  Oracle	
    Spells	
    Known	
    (CL	
    3rd;	
    concentration	
    +4)	
    	
    
  1st	
     (6/day)—cure	
     light	
     wounds,	
     divine	
     favour,	
     enlarge	
     person,	
    
  expeditious	
    retreat,	
    magic	
    weapon	
    
  0—mending,	
     purify	
     food	
     and	
     drink,	
     read	
     magic,	
     resistance,	
    
  stabilize	
    
  Combat	
    Gear	
    scrolls	
    of	
    bull’s	
    strength	
    and	
    eagle’s	
    splendour	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    12,	
    Int	
    8,	
    Wis	
    10,	
    Cha	
    12	
    
  Feats	
     Improved	
     Initiative,	
     Power	
     Attack,	
     Weapon	
     Focus	
    
  (longspear)B	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Knowledge	
    (religion)	
    
  +5,	
    Profession	
    (miner)	
    +2	
    
  Languages	
    Draconic	
    
  SQ	
    oracle’s	
    curse	
    (lame),	
    mystery	
    (battle),	
    revelations	
    (war	
    sight,	
    
  weapon	
    mastery	
    (longspear))	
    
  Gear	
     as	
     above	
     plus	
     belt	
     pouch,	
     dagger,	
     cloak	
     of	
     resistance	
     +1,	
    
  silver	
    unholy	
    symbol,	
    spell	
    component	
    pouch,	
    62	
    gp	
    
  KOBOLD	
    SERGEANT	
    	
    
  C R 	
    2 	
    ( X P 	
    6 0 0 ) 	
    
  Kobold	
    warrior	
    3/expert	
    2	
    	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +6;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +10,	
    Sense	
    Motive	
    
  +1	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Acrobatics	
    +11,	
    Climb	
    +2,	
    Stealth	
    +12	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    14	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +2,	
    Ref	
    +3,	
    Will	
    +5	
    
  hp	
    20	
    (5	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +4;	
    CMB	
    +2	
    
  Melee	
    greataxe	
    (Power	
    Attack	
    [-­‐2/+6])	
    +4	
    (1d10-­‐1/x3)	
    
  Ranged	
    longbow	
    (range	
    100	
    ft.	
    Deadly	
    Aim)	
    +7	
    (1d6/x3)	
    
  Combat	
    Gear	
    arrows	
    (20),	
    potion	
    of	
    bull’s	
    strength	
    
  Abilities	
    Str	
    9,	
    Dex	
    14,	
    Con	
    8,	
    Int	
    9,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Deadly	
    Aim,	
    Improved	
    Initiative,	
    Power	
    Attack	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +7,	
    Profession	
    (miner)	
    +3	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    131	
    gp	
    
  KOBOLD	
    SNIPER	
    SERGEANT	
    	
    
  C R 	
    2 	
    ( X P 	
    6 0 0 ) 	
    
  Kobold	
    fighter	
    3	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +6,	
    Sense	
    Motive	
    +2	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Stealth	
    +10	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    16;	
    CMD	
    14	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +3,	
    Ref	
    +3,	
    Will	
    +3	
    (+4	
    vs.	
    fear)	
    
  hp	
    24	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +2	
    	
    
  Melee	
    mwk	
    glaive	
    (reach	
    10	
    ft.)	
    +5	
    (1d8/x3)	
    
  Ranged	
     mwk	
     longbow	
     (range	
     100	
     ft.;	
     Deadly	
     Aim,	
     Far	
     Shot,	
    
  Point-­‐Blank	
    Shot,	
    Precise	
    Shot)	
    +7	
    (1d6/x3)	
    
  Combat	
    Gear	
    arrows	
    (20),	
    oil	
    of	
    weapon	
    of	
    awe	
    (2)	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    10,	
    Int	
    10,	
    Wis	
    14,	
    Cha	
    8	
    
  Feats	
    Deadly	
    Aim,	
    Far	
    Shot,	
    Point-­‐Blank	
    Shot,	
    Precise	
    Shot	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +6,	
    Profession	
    (miner)	
    +4,	
    
  Survival	
    +6	
    
  Languages	
    Draconic	
    
  SQ	
    armour	
    training	
    (1),	
    bravery	
    (+1)	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    113	
    gp	
    
  	
    
  	
    
  
  12	
    
  C R  3  K O B O L D S  
  JUNIOR	
    KOBOLD	
    GUILECASTER	
    
  C R 	
    3 	
    ( X P 	
    8 0 0 ) 	
    
  Kobold	
    sorcerer	
    (infernal)	
    4	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +6;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +3,	
    Sense	
    Motive	
    +1	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +13	
    
  AC	
    14,	
    touch	
    13,	
    flat-­‐footed	
    12;	
    CMD	
    8	
    
  	
     (+2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Resist	
    fire	
    5	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +2	
    (+4	
    vs.	
    poison),	
    Ref	
    +3,	
    Will	
    +5	
    
  hp	
    30	
    (4	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    -­‐2	
    
  Melee	
    heavy	
    mace	
    +0	
    (1d6-­‐3)	
    
  Sorcerer	
    Spells	
    Prepared	
    (CL	
    4th;	
    concentration	
    +7)	
    
  2nd	
    (4/day)—mirror	
    image	
    
  1st	
    (7/day)—burning	
    hands	
    (DC	
    14),	
    charm	
    person	
    (DC	
    16),	
    mage	
    
  armour,	
    protection	
    from	
    good	
    
  0—arcane	
    mark,	
    daze	
    (DC	
    13),	
    detect	
    magic,	
    flare	
    (DC	
    13),	
    ray	
    of	
    
  frost,	
    spark	
    
  Bloodline	
    Spell-­‐Like	
    Ability	
    (CL	
    4th;	
    concentration	
    +7;	
    bloodline	
    
  arcana)	
    
  5/day—corrupting	
    touch	
    (2	
    rounds)	
    
  Combat	
    Gear	
    potion	
    of	
    cure	
    moderate	
    wounds,	
    wand	
    of	
    magic	
    
  missile	
    (10	
    chgs.;	
    CL	
    7,	
    4	
    missiles)	
    
  Abilities	
    Str	
    4,	
    Dex	
    15,	
    Con	
    12,	
    Int	
    10,	
    Wis	
    12,	
    Cha	
    16	
    
  SQ	
    infernal	
    resistances	
    
  Feats	
    Eschew	
    MaterialsB,	
    Improved	
    Initiative,	
    Toughness	
    
  Skills	
    as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +2,	
    Knowledge	
     (arcana)	
    
  +7,	
    Profession	
    (miner)	
    +3	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    cloak	
    of	
    resistance	
    +1,	
    dagger,	
    35	
    
  gp	
    
  JUNIOR	
    KOBOLD	
    YAPPER	
    
  C R 	
    3 	
    ( X P 	
    8 0 0 ) 	
    
  Kobold	
    bard	
    (dragon	
    yapper)	
    4	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +6;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +9,	
    Sense	
    Motive	
    +0	
    
  (+9	
    when	
    singing)	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Acrobatics	
    +9,	
    Stealth	
    +13	
    
  AC	
    21,	
    touch	
    14,	
    flat-­‐footed	
    18;	
    CMD	
    14	
    
  	
     (+5	
    armour	
    [+1	
    chain	
    shirt],	
    +3	
    Dex,	
    +1	
    natural,	
    +1	
    shield	
    [mwk	
    
  light	
    wooden],	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +5,	
    Ref	
    +8,	
    Will	
    +5;	
    +4	
    vs.	
    bardic	
    performance,	
    sonic,	
    and	
    
  language-­‐dependant	
    effects	
    
  hp	
    29	
    (4	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +1	
    
  Melee	
    mwk	
    longsword	
    +4	
    (1d6-­‐1/19-­‐20)	
    
  Special	
    Attacks	
    bardic	
    performance	
    (Su	
    [standard;	
    12	
    rds./day];	
    
  countersong,	
     distraction,	
     inspire	
     courage	
     +1,	
     yapping	
     song	
    
  [DC	
    14])	
    
  Yapping	
     Song	
     (Su)	
     A	
     dragon	
     yapper	
     can	
     use	
     performance	
     to	
    
  annoy	
    those	
    that	
    hear	
    it,	
    causing	
    them	
    to	
    take	
    a	
    –1	
    penalty	
    
  on	
    attack	
    and	
    damage	
    rolls	
    and	
    a	
    –1	
    penalty	
    on	
    saves	
    against	
    
  fear	
     effects	
     and	
     charm	
     effects.	
     Yapping	
     song	
     is	
     a	
     mind-­‐
  affecting	
     ability	
     that	
     uses	
     audible	
     components,	
     but	
     is	
     not	
    
  language-­‐dependent.	
    
  Bard	
    Spells	
    Known	
    (CL	
    4th;	
    concentration	
    +6)	
    
  2nd	
    (2/day)—heroism,	
    hold	
    person	
    (DC	
    14)	
    
  1st	
    (4/day)—alarm,	
    charm	
    person	
    (DC	
    13),	
    grease	
    (DC	
    13),	
    silent	
    
  image	
    (DC	
    13)	
    
  0—dancing	
     lights,	
     detect	
     magic,	
     ghost	
     sound	
     (DC	
     12),	
     mage	
    
  hand,	
    prestidigitation	
    (DC	
    12),	
    resistance	
    
  Combat	
     Gear	
     oils	
     of	
     obscuring	
     mist	
     (2),	
     potions	
     of	
     eagle’s	
    
  splendour	
    (2),	
    wand	
    of	
    cure	
    light	
    wounds	
    (25	
    chgs.)	
    
  Abilities	
    Str	
    8,	
    Dex	
    16,	
    Con	
    12,	
    Int	
    8,	
    Wis	
    10,	
    Cha	
    15	
    
  Feats	
    Great	
    Fortitude,	
    Improved	
    Initiative	
    
  Skills	
     as	
     above	
     plus	
     Bluff	
     +5	
     (+9	
     when	
     singing),	
     Craft	
    
  (trapmaking)	
     +1,	
     Perform	
     (sing)	
     +9,	
     Profession	
     (miner)	
     +2,	
    
  Spellcraft	
    +6	
    
  Languages	
    Draconic	
    
  SQ	
    bardic	
    knowledge	
    (+2),	
    versatile	
    performance	
    (sing)	
    
  Gear	
     as	
     above	
     plus	
     belt	
     pouch,	
     cloak	
     of	
     resistance	
     +1,	
     dagger,	
    
  spell	
    component	
    pouch,	
    52	
    gp	
    
  KOBOLD	
    LEADER	
    
  C R 	
    3 	
    ( X P 	
    8 0 0 ) 	
    
  Kobold	
    warrior	
    6	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +6;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +5,	
    Sense	
    Motive	
    +1	
    
  Speed	
    20	
    ft.,	
    base	
    speed	
    30	
    ft.;	
    ACP	
    -­‐3;	
    Stealth	
    +10	
    
  AC	
    20,	
    touch	
    13,	
    flat-­‐footed	
    18;	
    CMD	
    16	
    
  	
     (+6	
    armour	
    [mwk	
    breastplate],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +4,	
    Ref	
    +4,	
    Will	
    +3	
    
  hp	
    33	
    (6	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +6;	
    CMB	
    +4	
    	
    
  Melee	
    mwk	
    greataxe	
    (Power	
    Attack	
    [-­‐2/+6])	
    +8/+3	
    (1d10-­‐1/x3)	
    
  Ranged	
    Touch	
    tanglefoot	
    bag	
    (range	
    10	
    ft.)	
    +9	
    (special)	
    
  Combat	
     Gear	
     potions	
     of	
     bull’s	
     strength,	
     cure	
     light	
     wounds	
     (2),	
    
  and	
    heroism,	
    tanglefoot	
    bag	
    (2)	
    
  Abilities	
    Str	
    9,	
    Dex	
    14,	
    Con	
    8,	
    Int	
    9,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
     Improved	
     Initiative,	
     Power	
     Attack,	
     Weapon	
     Focus	
    
  (greataxe)	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Profession	
    (miner)	
    +3	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    77	
    gp	
    
  	
    
  	
    
  
  13	
    
  C R  4  K O B O L D S  
  KOBOLD	
    CLAN	
    LEADER	
    
  C R 	
    4 	
    ( X P 	
    1 ,2 0 0 ) 	
    
  Kobold	
    warrior	
    7	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +2,	
    Sense	
    Motive	
    +0	
    
  Speed	
    20	
    ft.,	
    base	
    speed	
    30	
    ft.;	
    ACP	
    -­‐3;	
    Stealth	
    +13	
    
  AC	
    21,	
    touch	
    13,	
    flat-­‐footed	
    19;	
    CMD	
    18	
    
  	
     (+7	
    armour	
    [+1	
    breastplate],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +5,	
    Ref	
    +4,	
    Will	
    +2	
    
  hp	
    45	
    (7	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +7;	
    CMB	
    +6	
    	
    
  Melee	
    mwk	
    greatsword	
    +8/+3	
    (2d4/19-­‐20)	
    
  Ranged	
     mwk	
     longbow	
     (range	
     100	
     ft.;	
     Deadly	
     Aim,	
     Point-­‐Blank	
    
  Shot,	
    Precise	
    Shot,	
    Rapid	
    Shot)	
    +11/+6	
    (1d6/x3)	
    
  Combat	
    Gear	
    arrows	
    (20),	
    potions	
    of	
    cure	
    moderate	
    wounds	
    (2)	
    
  Abilities	
    Str	
    10,	
    Dex	
    14,	
    Con	
    10,	
    Int	
    9,	
    Wis	
    10,	
    Cha	
    8	
    
  Feats	
    Deadly	
    Aim,	
    Point-­‐Blank	
    Shot,	
    Precise	
    Shot,	
    Rapid	
    Shot	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Profession	
    (miner)	
    +2	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    21	
    gp	
    
  KOBOLD	
    DRAGON	
    SPAWN	
    	
    
  C R 	
    4 	
    ( X P 	
    1 ,2 0 0 ) 	
    
  Kobold	
    half-­‐dragon	
    (blue)	
    warrior	
    3/expert	
    2	
    	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +6;	
    Senses	
    darkvision	
    60	
    ft.,	
    low-­‐light	
    vision;	
    Perception	
    +9,	
    
  Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.,	
    fly	
    60	
    ft.	
    (average);	
    ACP	
    0;	
    Acrobatics	
    +9,	
    Climb	
    +7,	
    
  Fly	
    +15,	
    Stealth	
    +13	
    
  AC	
    21,	
    touch	
    13,	
    flat-­‐footed	
    19;	
    CMD	
    18	
    
  	
     (+3	
    armour	
    [mwk	
    studded	
    leather],	
    +2	
    Dex,	
    +5	
    natural,	
    +1	
    size)	
    	
    
  Immunity	
    electricity,	
    paralysis,	
    sleep;	
    Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +7,	
    Ref	
    +4,	
    Will	
    +5	
    
  hp	
    43	
    (5	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +4;	
    CMB	
    +6	
    
  Melee	
    bite	
    +8	
    (1d4+3)	
    and	
    2	
    claws	
    +8	
    (1d3+3)	
    
  Ranged	
    mwk	
    composite	
    longbow	
    (range	
    110	
    ft.)	
    +7	
    (1d6+3/x3)	
    
  Special	
    Attack	
    breath	
    weapon	
    (1/day;	
    60-­‐foot	
    line	
    of	
    electricity,	
    
  5d6	
    electricity	
    damage,	
    DC	
    15	
    Reflex	
    halves)	
    
  Combat	
    Gear	
    arrows	
    (20),	
    potions	
    of	
    cure	
    light	
    wounds	
    (4)	
    and	
    
  heroism	
    
  Abilities	
    Str	
    17,	
    Dex	
    14,	
    Con	
    16,	
    Int	
    11,	
    Wis	
    10,	
    Cha	
    10	
    
  Feats	
    Combat	
    Reflexes,	
    Improved	
    Initiative,	
    Skill	
    Focus	
    (Fly)	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +5,	
    Profession	
    (miner)	
    +2	
    
  Languages	
    Draconic	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    cloak	
    of	
    resistance	
    +1,	
    dagger,	
    21	
    
  gp	
    
  SENIOR	
    KOBOLD	
    ORACLE	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    C R 	
    4 	
    ( X P 	
    1 ,2 0 0 ) 	
    
  Kobold	
    oracle	
    5	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +6,	
    war	
    sight;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +7,	
    Sense	
    
  Motive	
    +3	
    
  War	
    Sight	
    (Su)	
    Roll	
    twice	
    for	
    initiative	
    and	
    use	
    the	
    best	
    result.	
    
  Speed	
    15	
    ft.,	
    base	
    speed	
    20	
    ft.;	
    ACP	
    -­‐3;	
    Stealth	
    +11	
    
  AC	
    21,	
    touch	
    13,	
    flat-­‐footed	
    18;	
    CMD	
    12	
    
  	
     (+7	
    armour	
    [+1	
    breastplate],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Immune	
    fatigue	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +5,	
    Ref	
    +4,	
    Will	
    +5	
    
  hp	
    36	
    (5	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    -­‐1	
    
  Melee	
    longspear	
    +4	
    (reach	
    10	
    ft.;	
    Power	
    Attack	
    [-­‐1/+3])	
    (1d6/x3)	
    
  Oracle	
    Spells	
    Known	
    (CL	
    5th;	
    concentration	
    +6)	
    
  2nd	
     (4/day)—bull’s	
     strength,	
     cure	
     moderate	
     wounds,	
     darkness,	
    
  fog	
    cloud	
    
  1st	
     (7/day)—comprehend	
     languages,	
     cure	
     light	
     wounds,	
     divine	
    
  favour,	
    enlarge	
    person,	
    expeditious	
    retreat,	
    magic	
    weapon	
    
  0—light,	
    mending,	
    purify	
    food	
    and	
    drink,	
    read	
    magic,	
    resistance,	
    
  stabilize	
    
  Combat	
    Gear	
    potions	
    of	
    expeditious	
    retreat	
    (2),	
    scrolls	
    of	
    eagle’s	
    
  splendour	
    and	
    shield	
    other	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    12,	
    Int	
    8,	
    Wis	
    10,	
    Cha	
    12	
    
  Feats	
    Combat	
    Casting,	
    Great	
    Fortitude,	
    Improved	
    Initiative	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Knowledge	
    (religion)	
    
  +7,	
    Profession	
    (miner)	
    +2	
    
  Languages	
    Draconic	
    
  SQ	
     oracle’s	
     curse	
     (lame),	
     mystery	
     (battle),	
     revelations	
    
  (battlefield	
    clarity,	
    combat	
    healer,	
    war	
    sight)	
    
  Gear	
     as	
     above	
     plus	
     belt	
     pouch,	
     cloak	
     of	
     resistance	
    +1,	
     dagger,	
    
  elixir	
    of	
    hiding,	
    silver	
    unholy	
    symbol,	
    spell	
    component	
    pouch,	
    
  115	
    gp	
    	
    
   
   
  
  14	
    
  C R  5  K O B O L D S  
  ESOTERIC	
    KOBOLD	
    ADEPT	
    
  C R 	
    5 	
    ( X P 	
    1 ,6 0 0 ) 	
    
  Kobold	
    adept	
    8	
    	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +4	
    (+6	
    if	
    Irix	
    within	
    
  arm’s	
    reach),	
    Sense	
    Motive	
    +2	
    (+4	
    if	
    Irix	
    within	
    arm’s	
    reach)	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Escape	
    Artist	
    +4,	
    Stealth	
    +13	
    
  AC	
    15,	
    touch	
    14,	
    flat-­‐footed	
    13;	
    CMD	
    13;	
    Dodge	
    
  	
     (+2	
    Dex,	
    +1	
    dodge	
    [Dodge],	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    adept	
    is	
    dazzled.	
    
  Fort	
    +3,	
    Ref	
    +5,	
    Will	
    +9	
    
  hp	
    44	
    (8	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +4;	
    CMB	
    +0	
    	
    
  Melee	
    spear	
    +2	
    (1d6-­‐3/x3)	
    
  Ranged	
    spear	
    (range	
    20	
    ft.)	
    +7	
    (1d6-­‐3/x3)	
    
  Adept	
    Spells	
    Prepared	
    (CL	
    8th;	
    concentration	
    +10;	
    share	
    spells)	
    
  2nd—invisibility,	
    scorching	
    ray	
    (+7	
    ranged	
    touch),	
    web	
    (DC	
    14)	
    
  1st—burning	
    hands	
    (2;	
    DC	
    13),	
    cause	
    fear	
    (2;	
    DC	
    13)	
    
  0—detect	
    magic,	
    stabilize,	
    touch	
    of	
    fatigue	
    (DC	
    12)	
    
  Combat	
     Gear	
     potions	
     of	
     mage	
     armour	
     (2)	
     and	
     owl’s	
     wisdom,	
    
  scrolls	
     of	
     bear’s	
     endurance,	
     cure	
     serious	
     wounds	
     (2)	
     and	
    
  darkness,	
    wand	
    of	
    cure	
    light	
    wounds	
    (50	
    charges)	
    
  Abilities	
    Str	
    4,	
    Dex	
    14,	
    Con	
    10,	
    Int	
    9,	
    Wis	
    14,	
    Cha	
    10	
    
  SQ	
    familiar	
    (imp)	
    
  Feats	
    AlertnessB,	
    Dodge,	
    Improved	
    Familiar,	
    Stealthy,	
    Toughness	
    
  Skills	
    as	
    above	
    plus	
    Craft	
    (trapmaking)	
    +1,	
    Knowledge	
    (religion)	
    
  +8,	
    Profession	
    (miner)	
    +4	
    
  Languages	
    Draconic,	
    empathic	
    link,	
    speak	
    with	
    familiar	
    
  Gear	
     as	
     above	
     plus	
     belt	
     pouch,	
     cloak	
     of	
     resistance	
     +1,	
     dagger,	
    
  spell	
    component	
    pouch,	
    240	
    gp	
    
  IMP	
    (FAMILIAR)	
    	
    	
    
  C R 	
    -­‐ 	
    ( X P 	
    -­‐ ) 	
    
  This	
    tiny	
    red-­‐skinned	
    creature	
    of	
    obvious	
    otherworldly	
    origin	
    has	
    
  fiendish	
    wings	
    and	
    a	
    slender	
    tail	
    tipped	
    with	
    a	
    sharp	
    stinger.	
    
  LE	
    Tiny	
    outsider	
    (devil,	
    evil,	
    extraplanar,	
    lawful)	
    
  Init	
    +3;	
    Senses	
    darkvision	
    60	
    ft.,	
    detect	
    good,	
    detect	
    magic,	
    see	
    
  in	
    darkness;	
    Perception	
    +7,	
    Sense	
    Motive	
    +1	
    
  See	
    in	
    Darkness	
    (Su)	
    Irix	
    can	
    see	
    perfectly	
    in	
    any	
    darkness.	
    
  Speed	
     20	
     ft.,	
     fly	
     50	
     ft.	
     (perfect);	
     ACP	
     0;	
     Acrobatics	
     +9	
     (+5	
    
  jumping),	
    Fly	
    +21,	
    Stealth	
    +16	
    
  AC	
    21,	
    touch	
    16,	
    flat-­‐footed	
    17;	
    CMD	
    16;	
    Dodge	
    
  	
     (+3	
    Dex,	
    +1	
    dodge	
    [Dodge],	
    +5	
    natural,	
    +2	
    size)	
    
  Immune	
    fire,	
    poison;	
    Resist	
    acid	
    10,	
    cold	
    10	
    
  Fort	
    +2,	
    Ref	
    +6	
    (improved	
    evasion),	
    Will	
    +7	
    
  hp	
    22	
    (8	
    HD);	
    fast	
    healing	
    2;	
    DR	
    good	
    or	
    silver/5	
    
  Space	
    2	
    1/2	
    ft.;	
    Base	
    Atk	
    +4;	
    CMB	
    +2	
    	
    
  Melee	
    sting	
    (reach	
    0	
    ft.)	
    +9	
    (1d4	
    plus	
    poison	
    [DC	
    13;	
    frequency	
    
  1/rd.	
    for	
    6	
    rds.;	
    effect	
    1d2	
    Dex;	
    cure	
    1	
    save])	
    	
    
  Atk	
    Options	
    deliver	
    touch	
    spells	
    
  Special	
    Actions	
    change	
    shape	
    (boar,	
    giant	
    spider,	
    rat	
    or	
    raven;	
    
  beast	
    shape	
    I)	
    
  Spell-­‐Like	
    Abilities	
    (CL	
    6th;	
    concentration	
    +8)	
    
  At-­‐Will—invisibility	
    (self	
    only)	
    
  1/day—augury,	
    suggestion	
    (DC	
    15)	
    
  1/week—commune	
    (6	
    questions,	
    CL	
    12th)	
    
  Abilities	
    Str	
    10,	
    Dex	
    17,	
    Con	
    10,	
    Int	
    13,	
    Wis	
    12,	
    Cha	
    14	
    
  Feats	
    Dodge,	
    Weapon	
    Finesse	
    
  Skills	
    as	
    above	
    plus	
    Bluff	
    +8,	
    Knowledge	
    (arcana)	
    +7,	
    Knowledge	
    
  (planes)	
    +7,	
    Knowledge	
    (religion)	
    +7,	
    Spellcraft	
    +7	
    
  Languages	
    Common,	
    Infernal,	
    empathic	
    link,	
    speak	
    with	
    master	
    
  SENIOR	
    KOBOLD	
    INQUISITOR	
    
  C R 	
    5 	
    ( X P 	
    1 ,6 0 0 ) 	
    
  Kobold	
    inquisitor	
    6	
    
  LE	
    Small	
    humanoid	
    (reptilian)	
    
  Init	
    +7;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +9,	
    Sense	
    Motive	
    +7	
    
  Speed	
    20	
    ft.,	
    base	
    speed	
    30	
    ft.;	
    ACP	
    -­‐3;	
    Stealth	
    +12	
    
  AC	
    20,	
    touch	
    13,	
    flat-­‐footed	
    18;	
    CMD	
    15	
    
  	
     (+7	
    armour	
    [+1	
    breastplate],	
    +2	
    Dex,	
    +1	
    natural,	
    +1	
    size)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    When	
    in	
    an	
    area	
    of	
    bright	
    sunlight	
    or	
    within	
    
  the	
    radius	
    of	
    a	
    daylight	
    spell	
    the	
    kobold	
    is	
    dazzled.	
    
  Fort	
    +7,	
    Ref	
    +5,	
    Will	
    +7	
    
  hp	
    42	
    (6	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +4;	
    CMB	
    +3	
    
  Melee	
    mwk	
    spear	
    +6	
    (1d6/x3)	
    
  Ranged	
    mwk	
    longbow	
    (range	
    100	
    ft.)	
    +7	
    (1d6/x3)	
    
  Atk	
    Options	
    bane	
    (6	
    rounds/day),	
    judgement	
    (2/day),	
    Outflank,	
    
  Precise	
    Strike,	
    solo	
    tactics	
    	
    
  Inquisitor	
    Spells	
    Known	
    (CL	
    6th;	
    concentration	
    +7)	
    
  2nd	
     (3)—corruption	
     resistance,	
     invisibility,	
     lesser	
     restoration,	
    
  perceive	
    cues	
    
  1st	
    (5)—alarm,	
    cure	
    light	
    wounds,	
    divine	
    favour,	
    magic	
    weapon	
    
  0—acid	
    splash,	
    create	
    water,	
    detect	
    magic,	
    disrupt	
    undead,	
    sift,	
    
  stabilize	
    
  Domain	
    Spell-­‐Like	
    Ability	
    (CL	
    6th;	
    concentration	
    +7)	
    
  4/day—copycat	
    (6	
    rounds)	
    
  Inquisitor	
    Spell-­‐Like	
    Ability	
    (CL	
    6th;	
    concentration	
    +7)	
    
  At	
    will—detect	
    alignment	
    
  6	
    rounds/day—discern	
    lies	
    (DC	
    15)	
    
  Combat	
    Gear	
    arrows	
    (20),	
    potions	
    of	
    bear’s	
    endurance	
    (2)	
    and	
    
  heroism	
    (2),	
    wand	
    of	
    cure	
    light	
    wounds	
    (20	
    chgs.)	
    
  Abilities	
    Str	
    11,	
    Dex	
    15,	
    Con	
    12,	
    Int	
    10,	
    Wis	
    12,	
    Cha	
    8	
    
  Feats	
    Improved	
    Initiative,	
    Power	
    Attack,	
    Weapon	
    Focus	
    (spear)	
    
  Skills	
     as	
     above	
     plus	
     Craft	
     (trapmaking)	
     +2,	
     Intimidate	
     +10,	
    
  Knowledge	
     (arcana,	
     planes,	
     religion)	
     +9,	
     Profession	
     (miner)	
    
  +3,	
    Survival	
    +5	
    (+8	
    track)	
    
  Languages	
    Draconic	
    
  SQ	
    cunning	
    initiative	
    (+1),	
    domain	
    (Trickery),	
    monster	
    lore	
    (+1),	
    
  stern	
     gaze	
     (+3),	
     teamwork	
     feats	
     (Outflank,	
     Precise	
     Strike),	
    
  track	
    (+3)	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    dagger,	
    cloak	
    of	
    protection	
    +1,	
    
  silver	
    unholy	
    symbol,	
    spell	
    component	
    pouch,	
    64	
    gp	
    
  	
    
  	
    
  
  15	
    
  R E A D I N G  S T A T  B L O C K S  
  100%	
     Crunch:	
     Kobolds	
     includes	
     all	
     necessary	
     stat	
     blocks;	
     these	
    
  notes	
     explain	
     how	
     to	
     read	
     them.	
     Unless	
     otherwise	
     noted,	
     all	
    
  listed	
     scores	
     include	
     all	
     the	
     creature’s	
     normal	
     modifiers.	
     Stat	
    
  block	
     appear	
     in	
     four	
     sections:	
     basic,	
     defensive,	
     offensive	
     and	
    
  supplemental.	
    	
    
  B A S IC	
    
  Name,	
    CR	
    and	
    XP:	
    The	
    monster’s	
    name	
    appears	
    first	
    followed	
    by	
    
  its	
    CR	
    and	
    how	
    many	
    experience	
    points	
    it	
    is	
    worth.	
    If	
    more	
    
  than	
    one	
    creature	
    is	
    encountered,	
    a	
    bracketed	
    number	
    lists	
    
  how	
    many	
    appear.	
    
  Appearance:	
    The	
    GM	
    can	
    read	
    aloud	
    or	
    paraphrase	
    this	
    section.	
    
  If	
    a	
    picture	
    depicts	
    the	
    creature,	
    this	
    section	
    may	
    be	
    omitted.	
    	
    
  Sex,	
    Race,	
    Class	
    and	
    Level:	
    If	
    the	
    monster	
    has	
    class	
    levels	
    these	
    
  appear	
    here	
    along	
    with	
    its	
    race	
    and	
    sex.	
    The	
    first	
    noted	
    class	
    
  is	
    the	
    creature’s	
    favoured	
    class.	
    
  Alignment	
    and	
    Type:	
    The	
    creature’s	
    abbreviated	
    alignment	
    and	
    
  its	
    type	
    (including	
    applicable	
    subtypes).	
    
  	
    
  Init	
     and	
     Senses:	
     This	
     creature’s	
     initiative	
     modifier	
     appears	
    
  before	
    any	
    special	
    senses	
    (such	
    as	
    scent	
    or	
    darkvision)	
    and	
    
  the	
     creature’s	
     Perception	
     and	
     Sense	
     Motive	
     scores.	
     If	
     the	
    
  creature	
     has	
     special	
     Perception-­‐based	
     abilities,	
     such	
     as	
    
  trapfinding	
    or	
    stonecunning,	
    these	
    appear	
    here.	
    	
    
  Speed:	
     The	
     creature’s	
     modified	
     land	
     speed	
     appears	
     first	
     along	
    
  with	
    any	
    other	
    relevant	
    speeds	
    (such	
    as	
    climb	
    or	
    fly).	
    If	
    the	
    
  creature’s	
    base	
    land	
    speed	
    is	
    different	
    to	
    its	
    modified	
    speed	
    
  this	
    is	
    also	
    listed.	
    
  ACP	
    and	
    Movement	
    Skills:	
    ACP	
    presents	
    the	
    creature’s	
    normal	
    
  armour	
    check	
    penalty	
    modifier.	
    If	
    the	
    creature’s	
    Acrobatics,	
    
  Climb,	
     Escape	
     Artist,	
     Fly,	
     Ride,	
     Stealth	
     or	
     Swim	
     modifier	
    
  differs	
     from	
     the	
     relevant	
     ability	
     modifier	
     minus	
     its	
     armour	
    
  check	
    penalty,	
    these	
    skills	
    appear	
    here.	
    	
    
  D E F E N S I V E	
    
  AC:	
    The	
    creature’s	
    normal,	
    touch	
    and	
    flat-­‐footed	
    AC	
    along	
    with	
    
  its	
    CMD;	
    additionally	
    this	
    section	
    lists	
    any	
    defensive	
    powers	
    
  or	
    abilities	
    that	
    affects	
    the	
    creature’s	
    AC.	
    	
    
  Immune,	
    Resist	
    and	
    Weaknesses:	
    If	
    the	
    creature	
    has	
    immunity,	
    
  resistance	
     or	
     a	
     vulnerability	
     to	
     an	
     effect	
     or	
     condition	
     it	
    
  appears	
    here.	
    	
    
  Fort,	
    Ref	
    and	
    Will:	
    The	
    creature’s	
    saving	
    throw	
    modifiers	
    along	
    
  with	
    any	
    conditional	
    modifiers	
    and	
    defensive	
    powers	
    (such	
    
  as	
    evasion)	
    and	
    spell	
    resistance	
    appear	
    here.	
    	
    
  HP:	
    The	
    creature’s	
    full,	
    normal	
    hit	
    points	
    along	
    with	
    the	
    number	
    
  of	
    hit	
    dice	
    it	
    possesses.	
    A	
    bracketed	
    hit	
    point	
    total	
    indicates	
    
  that	
     the	
     creature	
     is	
     injured.	
     If	
     the	
     creature	
     has	
     damage	
    
  reduction	
    or	
    hardness	
    it	
    appears	
    here.	
    
  O F F E N S I V E	
    
  Space,	
     Base	
     Atk	
     and	
     CMB:	
     The	
     creature’s	
     space,	
     base	
     attack	
    
  bonus	
    and	
    CMB.	
    
  Melee:	
    This	
    section	
    lists	
    a	
    creature’s	
    melee	
    attacks.	
    If	
    the	
    attack	
    
  has	
    a	
    reach	
    that	
    is	
    not	
    5	
    ft.	
    it	
    is	
    listed	
    here.	
    This	
    line	
    also	
    lists	
    
  any	
     specific	
     feats	
     a	
     creature	
     can	
     use	
     with	
     the	
     attack	
     (for	
    
  example	
    Power	
    Attack),	
    but	
    the	
    effects	
    of	
    these	
    feats	
    are	
    not	
    
  included	
    in	
    the	
    attack’s	
    statistics.	
    Each	
    attack	
    includes	
    attack	
    
  bonus	
    and	
    damage	
    information.	
    If	
    the	
    attack	
    has	
    the	
    default	
    
  critical	
    hit	
    characteristics	
    (20/x2)	
    this	
    information	
    is	
    omitted.	
    	
    
  Ranged:	
    This	
    section	
    lists	
    the	
    creature’s	
    ranged	
    attacks.	
    It	
    always	
    
  includes	
     the	
     attack’s	
     range.	
     Each	
     attack	
     includes	
     attack	
    
  bonus	
     and	
     damage	
     information.	
     This	
     line	
     also	
     lists	
     any	
    
  specific	
    feats	
    a	
    creature	
    can	
    use	
    with	
    the	
    attack	
    (for	
    example	
    
  Point	
     Blank	
     Shot),	
     but	
     the	
     effects	
     of	
     these	
     feats	
     are	
     not	
    
  included	
     in	
     the	
     attack’s	
     statistics.	
     If	
     the	
     attack	
     has	
     the	
    
  default	
    critical	
    hit	
    characteristics	
    (20/x2)	
    this	
    information	
    is	
    
  omitted.	
    	
    
  Atk	
     Options:	
     This	
     section	
     lists	
     any	
     abilities	
     or	
     feats	
     that	
     can	
    
  affect	
    more	
    than	
    one	
    of	
    the	
    creature’s	
    attacks,	
    unless	
    it	
    has	
    
  already	
    been	
    presented	
    with	
    the	
    creature’s	
    specific	
    attacks.	
    
  Subsequent	
    listings	
    describe	
    all	
    but	
    the	
    most	
    basic	
    abilities	
    in	
    
  depth.	
    	
    
  Special	
     Actions:	
     This	
     section	
     lists	
     any	
     useful	
     abilities	
     that	
     a	
    
  creature	
    could	
    use	
    in	
    battle.	
    Subsequent	
    listings	
    describe	
    all	
    
  but	
    the	
    most	
    basic	
    abilities	
    in	
    more	
    depth.	
    
  Spells	
    and	
    Spell-­‐Like	
    Abilities:	
    The	
    creature’s	
    caster	
    level,	
    along	
    
  with	
     its	
     concentration	
     modifier	
     and	
     domains	
     appears	
     in	
    
  brackets	
    before	
    the	
    main	
    spell	
    listing.	
    If	
    one	
    or	
    more	
    of	
    the	
    
  creature’s	
    spells	
    require	
    a	
    touch	
    attack,	
    the	
    relevant	
    attack	
    
  bonus	
     is	
     included.	
     Spells	
     available	
     appear	
     in	
     reverse	
     order	
    
  from	
     highest	
     to	
     lowest	
     level.	
     Spells	
     denoted	
     D	
     are	
     domain	
    
  spells.	
    If	
    applicable,	
    a	
    spell’s	
    DC	
    is	
    also	
    provided.	
    
  Combat	
    Gear:	
    This	
    section	
    lists	
    any	
    combat-­‐related	
    equipment	
    
  the	
    creature	
    possesses.	
    	
    
  S U P P L E M E N T A L	
    
  Abilities	
    and	
    Special	
    Qualities:	
    These	
    sections	
    list	
    the	
    creature’s	
    
  ability	
     scores	
     and	
     any	
     special	
     qualities	
     that	
     do	
     not	
     appear	
    
  anywhere	
    else	
    in	
    its	
    stat	
    block.	
    	
    
  Feats:	
    An	
    alphabetical	
    listing	
    of	
    all	
    the	
    creature’s	
    feats.	
    
  Skills	
    and	
    Languages:	
    These	
    sections	
    list	
    any	
    skills	
    the	
    creature	
    
  possesses	
    that	
    have	
    not	
    already	
    appeared	
    in	
    the	
    stat	
    block	
    
  and	
    all	
    languages	
    spoken	
    or	
    understood.	
    Any	
    language-­‐based	
    
  special	
    abilities	
    also	
    appear	
    here.	
    
  Gear:	
     This	
     section	
     lists	
     any	
     gear	
     not	
     already	
     listed	
     in	
     the	
    
  creature’s	
     stat	
     block.	
     This	
     section	
     hardly	
     ever	
     contains	
    
  weapons	
     or	
     armour	
     as	
     they	
     usually	
     appear	
     in	
     the	
     relevant	
    
  sections	
    above.	
    	
    
  Spellbook:	
     The	
     contents	
     of	
     the	
     creature’s	
     spellbook	
     and	
     its	
    
  opposition	
    schools.	
    
  S P E C I A L  A B I L I T I E S  
  Special	
     abilities	
     appear	
     in	
     the	
     section	
     to	
     which	
     they	
     are	
     best	
    
  suited.	
    Thus,	
    offensive	
    abilities	
    appear	
    with	
    a	
    creature’s	
    attacks	
    
  while	
    defensive	
    ones	
    appear	
    with	
    its	
    other	
    defences.	
    Full	
    write-­‐
  ups	
     of	
     irrelevant	
     powers	
     (such	
     as	
     those	
     that	
     could	
     not	
     affect	
    
  combat)	
     are	
     omitted.	
     The	
     effects	
     of	
     abilities	
     that	
     factor	
     into	
     a	
    
  creature’s	
     normal	
     attacks	
     or	
     defences	
     have	
     already	
     been	
    
  included	
    in	
    the	
    relevant	
    calculations.	
    
  
  16	
    
  D I D  Y O U  K N O W ?  
  	
    
  	
    
  If	
    you	
    enjoyed	
    this	
    product,	
    please	
    consider	
    leaving	
    a	
    review.	
    
  	
    
  	
    
  If	
    you	
    didn’t	
    enjoy	
    this	
    product,	
    did	
    you	
    know	
    Raging	
    Swan	
    Press	
    offers	
    a	
    money	
    back	
    guarantee?	
    
  	
    
  Identity	
     in	
     Open	
     Game	
     Content	
     does	
     not	
     constitute	
     a	
     challenge	
     to	
     the	
     ownership	
     of	
     that	
    
  Product	
    Identity.	
    The	
    owner	
    of	
    any	
    Product	
    Identity	
    used	
    in	
    Open	
    Game	
    Content	
    shall	
    retain	
    all	
    
  rights,	
    title	
    and	
    interest	
    in	
    and	
    to	
    that	
    Product	
    Identity.	
    
  	
    
  8.	
    Identification:	
    If	
    you	
    distribute	
    Open	
    Game	
    Content	
    You	
    must	
    clearly	
    indicate	
    which	
    
  portions	
    of	
    the	
    work	
    that	
    you	
    are	
    distributing	
    are	
    Open	
    Game	
    Content.	
    
  	
    
  9.	
    Updating	
    the	
    License:	
    Wizards	
    or	
    its	
    designated	
    Agents	
    may	
    publish	
    updated	
    versions	
    
  of	
     this	
     License.	
     You	
     may	
     use	
     any	
     authorized	
     version	
     of	
     this	
     License	
     to	
     copy,	
     modify	
     and	
    
  distribute	
    any	
    Open	
    Game	
    Content	
    originally	
    distributed	
    under	
    any	
    version	
    of	
    this	
    License.	
    
  	
    
  10	
    Copy	
    of	
    this	
    License:	
    You	
    MUST	
    include	
    a	
    copy	
    of	
    this	
    License	
    with	
    every	
    copy	
    of	
    the	
    
  Open	
    Game	
    Content	
    You	
    Distribute.	
    
  	
    
  11.	
    Use	
    of	
    Contributor	
    Credits:	
    You	
    may	
    not	
    market	
    or	
    advertise	
    the	
    Open	
    Game	
    Content	
    
  using	
    the	
    name	
    of	
    any	
    Contributor	
    unless	
    You	
    have	
    written	
    permission	
    from	
    the	
    Contributor	
    to	
    
  do	
    so.	
    
  	
    
  12	
    Inability	
    to	
    Comply:	
    If	
    it	
    is	
    impossible	
    for	
    You	
    to	
    comply	
    with	
    any	
    of	
    the	
    terms	
    of	
    this	
    
  License	
    with	
    respect	
    to	
    some	
    or	
    all	
    of	
    the	
    Open	
    Game	
    Content	
    due	
    to	
    statute,	
    judicial	
    order,	
    or	
    
  governmental	
    regulation	
    then	
    You	
    may	
    not	
    Use	
    any	
    Open	
    Game	
    Material	
    so	
    affected.	
    
  	
    
  13	
     Termination:	
     This	
     License	
     will	
     terminate	
     automatically	
     if	
     You	
     fail	
     to	
     comply	
     with	
     all	
    
  terms	
    herein	
    and	
    fail	
    to	
    cure	
    such	
    breach	
    within	
    30	
    days	
    of	
    becoming	
    aware	
    of	
    the	
    breach.	
    All	
    
  sublicenses	
    shall	
    survive	
    the	
    termination	
    of	
    this	
    License.	
    
  	
    
  14	
     Reformation:	
     If	
     any	
     provision	
     of	
     this	
     License	
     is	
     held	
     to	
     be	
     unenforceable,	
     such	
    
  provision	
    shall	
    be	
    reformed	
    only	
    to	
    the	
    extent	
    necessary	
    to	
    make	
    it	
    enforceable.	
    
  	
    
  15	
    COPYRIGHT	
    NOTICE:	
    Open	
    Game	
    License	
    v	
    1.0	
    ©2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    
  	
    
  Open	
    Game	
    License	
    v1.0a.	
    Copyright	
    2000,	
    Wizards	
    of	
    the	
    Coast	
    Inc.	
    
  	
    
  System	
     Reference	
     Document:	
     ©2000,	
     Wizards	
     of	
     the	
     Coast,	
     Inc.	
     Authors:	
     Jonathan	
    
  Tweet,	
    Monte	
    Cook,	
    Skip	
    Williams,	
    based	
    on	
    material	
    by	
    E.	
    Gary	
    Gygax	
    and	
    Dave	
    Arneson.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game.	
     ©2008,	
     2009,	
     Paizo	
     Publishing,	
     LLC;	
     Author:	
     Jason	
    
  Bulmahn.	
    
  	
    
  Flind	
    and	
    Flindbar	
    from	
    the	
    Tome	
    of	
    Horrors	
    Complete	
    ©	
    2011,	
    Necromancer	
    Games,	
    
  Inc.,	
     published	
     and	
     distributed	
     by	
     Frog	
     God	
     Games;	
     Author:	
     Scott	
     Greene,	
     based	
     on	
     original	
    
  material	
    by	
    J.D.	
    Morris.	
    	
    
  	
    
  Grippli	
    from	
    the	
    Tome	
    of	
    Horrors	
    Complete	
    ©	
    2011,	
    Necromancer	
    Games,	
    Inc.,	
    published	
    
  and	
    distributed	
    by	
    Frog	
    God	
    Games;	
    Author:	
    Scott	
    Greene,	
    based	
    on	
    original	
    material	
    by	
    Gary	
    
  Gygax.	
    	
    
  	
    
  Yeti	
    from	
    the	
    Tome	
    of	
    Horrors	
    Complete	
    ©	
    2011,	
    Necromancer	
    Games,	
    Inc.,	
    published	
    
  and	
    distributed	
    by	
    Frog	
    God	
    Games;	
    Author:	
    Scott	
    Greene,	
    based	
    on	
    original	
    material	
    by	
    Gary	
    
  Gygax.	
    
  	
    
  Troll,	
     Ice	
     from	
     the	
     Tome	
     of	
     Horrors,	
     Complete,	
     ©	
     2011,	
     Necromancer	
     Games,	
     Inc.,	
    
  published	
    and	
    distributed	
    by	
    Frog	
    God	
    Games;	
    Author	
    Scott	
    Greene,	
    based	
    on	
    original	
    material	
    
  by	
    Russell	
    Cole.	
    
  	
    
  Pathfinder	
     RPG	
     Bestiary.	
     ©2009	
     Paizo	
     Publishing	
     LC;	
     Author	
     Jason	
     Bulmahn,	
     based	
     on	
    
  material	
    by	
    Jonathan	
    Tweet,	
    Monte	
    Cook	
    and	
    Sip	
    Williams.	
    
  	
    
  The	
    Book	
    of	
    Experimental	
    Might.	
    ©2008,	
    Malhavoc	
    Press;	
    Author:	
    Monte	
    Cook.	
    
  	
    
  Tomb	
    of	
    Horrors.	
    ©2002,	
    Necromancer	
    Games,	
    Inc.;	
    Authors:	
    Scott	
    Greene,	
    with	
    Clark	
    
  Peterson,	
     Erica	
     Balsley,	
     Kevin	
     Baase,	
     Casey	
     Christofferson,	
     Lance	
     Hawvermale,	
     Travis	
    
  Hawvermale,	
    Patrick	
    Lawinger,	
    and	
    Bill	
    Webb;	
    Based	
    on	
    original	
    content	
    by	
    TSR.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Advanced	
    Player's	
    Guide.	
    ©	
    2010,	
    Paizo	
    Publishing,	
    LLC;	
    
  Author:	
    Jason	
    Bulmahn.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Monster	
    Codex	
    ©	
    2014,	
    Paizo	
    Inc.;	
    Authors:	
    Dennis	
    Baker,	
    
  Jesse	
    Benner,	
    Logan	
    Bonner,	
    Jason	
    Bulmahn,	
    Ross	
    Byers,	
    John	
    Compton,	
    Robert	
    N.	
    Emerson,	
    
  Jonathan	
     H.	
     Keith,	
     Dale	
     C.	
     McCoy,	
     Jr.,	
     Mark	
     Moreland,	
     Tom	
     Phillips,	
     Stephen	
     Radney-­‐
  MacFarland,	
     Sean	
     K	
     Reynolds,	
     Thomas	
     M.	
     Reid,	
     Patrick	
     Renie,	
     Mark	
     Seifter,	
     Tork	
     Shaw,	
     Neil	
    
  Spicer,	
    Owen	
    K.C.	
    Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  100%	
    Crunch:	
    Kobolds.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Julian	
    Neale.	
    
  O P E N  G A M E  L I C E N S E  V E R S I O N  1 . 0 A  
  The	
    following	
    text	
    is	
    the	
    property	
    of	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    and	
    is	
    Copyright	
    2000	
    Wizards	
    of	
    
  the	
    Coast,	
    Inc	
    ("Wizards").	
    All	
    Rights	
    Reserved.	
    
  	
    
  1.	
    Definitions:	
    (a)"Contributors"	
    means	
    the	
    copyright	
    and/or	
    trademark	
    owners	
    who	
    have	
    
  contributed	
    Open	
    Game	
    Content;	
    (b)"Derivative	
    Material"	
    means	
    copyrighted	
    material	
    including	
    
  derivative	
     works	
     and	
     translations	
     (including	
     into	
     other	
     computer	
     languages),	
     potation,	
    
  modification,	
    correction,	
    addition,	
    extension,	
    upgrade,	
    improvement,	
    compilation,	
    abridgment	
    
  or	
    other	
    form	
    in	
    which	
    an	
    existing	
    work	
    may	
    be	
    recast,	
    transformed	
    or	
    adapted;	
    (c)	
    "Distribute"	
    
  means	
    to	
    reproduce,	
    license,	
    rent,	
    lease,	
    sell,	
    broadcast,	
    publicly	
    display,	
    transmit	
    or	
    otherwise	
    
  distribute;	
     (d)"Open	
     Game	
     Content"	
     means	
     the	
     game	
     mechanic	
     and	
     includes	
     the	
     methods,	
    
  procedures,	
    processes	
    and	
    routines	
    to	
    the	
    extent	
    such	
    content	
    does	
    not	
    embody	
    the	
    Product	
    
  Identity	
    and	
    is	
    an	
    enhancement	
    over	
    the	
    prior	
    art	
    and	
    any	
    additional	
    content	
    clearly	
    identified	
    
  as	
     Open	
     Game	
     Content	
     by	
     the	
     Contributor,	
     and	
     means	
     any	
     work	
     covered	
     by	
     this	
     License,	
    
  including	
     translations	
     and	
     derivative	
     works	
     under	
     copyright	
     law,	
     but	
     specifically	
     excludes	
    
  Product	
     Identity.	
     (e)	
     "Product	
     Identity"	
     means	
     product	
     and	
     product	
     line	
     names,	
     logos	
     and	
    
  identifying	
    marks	
    including	
    trade	
    dress;	
    artifacts;	
    creatures	
    characters;	
    stories,	
    storylines,	
    plots,	
    
  thematic	
     elements,	
     dialogue,	
     incidents,	
     language,	
     artwork,	
     symbols,	
     designs,	
     depictions,	
    
  likenesses,	
     formats,	
     poses,	
     concepts,	
     themes	
     and	
     graphic,	
     photographic	
     and	
     other	
     visual	
     or	
    
  audio	
     representations;	
     names	
     and	
     descriptions	
     of	
     characters,	
     spells,	
     enchantments,	
    
  personalities,	
    teams,	
    personas,	
    likenesses	
    and	
    special	
    abilities;	
    places,	
    locations,	
    environments,	
    
  creatures,	
     equipment,	
     magical	
     or	
     supernatural	
     abilities	
     or	
     effects,	
     logos,	
     symbols,	
     or	
     graphic	
    
  designs;	
    and	
    any	
    other	
    trademark	
    or	
    registered	
    trademark	
    clearly	
    identified	
    as	
    Product	
    identity	
    
  by	
    the	
    owner	
    of	
    the	
    Product	
    Identity,	
    and	
    which	
    specifically	
    excludes	
    the	
    Open	
    Game	
    Content;	
    
  (f)	
     "Trademark"	
     means	
     the	
     logos,	
     names,	
     mark,	
     sign,	
     motto,	
     designs	
     that	
     are	
     used	
     by	
     a	
    
  Contributor	
    to	
    identify	
    itself	
    or	
    its	
    products	
    or	
    the	
    associated	
    products	
    contributed	
    to	
    the	
    Open	
    
  Game	
    License	
    by	
    the	
    Contributor	
    (g)	
    "Use",	
    "Used"	
    or	
    "Using"	
    means	
    to	
    use,	
    Distribute,	
    copy,	
    
  edit,	
    format,	
    modify,	
    translate	
    and	
    otherwise	
    create	
    Derivative	
    Material	
    of	
    Open	
    Game	
    Content.	
    
  (h)	
    "You"	
    or	
    "Your"	
    means	
    the	
    licensee	
    in	
    terms	
    of	
    this	
    agreement.	
    
  	
    
  2.	
     The	
     License:	
     This	
     License	
     applies	
     to	
     any	
     Open	
     Game	
     Content	
     that	
     contains	
     a	
     notice	
    
  indicating	
    that	
    the	
    Open	
    Game	
    Content	
    may	
    only	
    be	
    Used	
    under	
    and	
    in	
    terms	
    of	
    this	
    License.	
    
  You	
    must	
    affix	
    such	
    a	
    notice	
    to	
    any	
    Open	
    Game	
    Content	
    that	
    you	
    Use.	
    No	
    terms	
    may	
    be	
    added	
    
  to	
    or	
    subtracted	
    from	
    this	
    License	
    except	
    as	
    described	
    by	
    the	
    License	
    itself.	
    No	
    other	
    terms	
    or	
    
  conditions	
    may	
    be	
    applied	
    to	
    any	
    Open	
    Game	
    Content	
    distributed	
    using	
    this	
    License.	
    
  	
    
  3.	
    Offer	
    and	
    Acceptance:	
    By	
    Using	
    the	
    Open	
    Game	
    Content	
    You	
    indicate	
    Your	
    acceptance	
    
  of	
    the	
    terms	
    of	
    this	
    License.	
    
  	
    
  4.	
     Grant	
     and	
     Consideration:	
     In	
     consideration	
     for	
     agreeing	
     to	
     use	
     this	
     License,	
     the	
    
  Contributors	
     grant	
     You	
     a	
     perpetual,	
     worldwide,	
     royalty-­‐free,	
     non-­‐exclusive	
     license	
     with	
     the	
    
  exact	
    terms	
    of	
    this	
    License	
    to	
    Use,	
    the	
    Open	
    Game	
    Content.	
    
  	
    
  5.	
    Representation	
    of	
    Authority	
    to	
    Contribute:	
    If	
    You	
    are	
    contributing	
    original	
    material	
    as	
    
  Open	
    Game	
    Content,	
    You	
    represent	
    that	
    Your	
    Contributions	
    are	
    Your	
    original	
    creation	
    and/or	
    
  You	
    have	
    sufficient	
    rights	
    to	
    grant	
    the	
    rights	
    conveyed	
    by	
    this	
    License.	
    
  	
    
  6.	
    Notice	
    of	
    License	
    Copyright:	
    You	
    must	
    update	
    the	
    COPYRIGHT	
    NOTICE	
    portion	
    of	
    this	
    
  License	
    to	
    include	
    the	
    exact	
    text	
    of	
    the	
    COPYRIGHT	
    NOTICE	
    of	
    any	
    Open	
    Game	
    Content	
    You	
    are	
    
  copying,	
     modifying	
     or	
     distributing,	
     and	
     You	
     must	
     add	
     the	
     title,	
     the	
     copyright	
     date,	
     and	
     the	
    
  copyright	
     holder's	
     name	
     to	
     the	
     COPYRIGHT	
     NOTICE	
     of	
     any	
     original	
     Open	
     Game	
     Content	
     you	
    
  Distribute.	
    
  	
    
  7.	
    Use	
    of	
    Product	
    Identity:	
    You	
    agree	
    not	
    to	
    Use	
    any	
    Product	
    Identity,	
    including	
    as	
    an	
    
  indication	
    as	
    to	
    compatibility,	
    except	
    as	
    expressly	
    licensed	
    in	
    another,	
    independent	
    Agreement	
    
  with	
    the	
    owner	
    of	
    each	
    element	
    of	
    that	
    Product	
    Identity.	
    You	
    agree	
    not	
    to	
    indicate	
    compatibility	
    
  or	
     co-­‐adaptability	
     with	
     any	
     Trademark	
     or	
     Registered	
     Trademark	
     in	
     conjunction	
     with	
     a	
     work	
    
  containing	
     Open	
     Game	
     Content	
     except	
     as	
     expressly	
     licensed	
     in	
     another,	
     independent	
    
  Agreement	
    with	
    the	
    owner	
    of	
    such	
    Trademark	
    or	
    Registered	
    Trademark.	
    The	
    use	
    of	
    any	
    Product	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/100% Crunch - Kobolds.pdf