TEXT: The Mad Bomber
  Athrax’s greatest joy in life is the sound of his explosives detonating, 
  and the ensuing cries of anguish from his mutilated victims.
  ATHRAX
  Male kobold alchemist (alchemical trapperMC) 4 (Pathfinder RPG 
  Bestiary 183, Pathfinder RPG Advanced Player’s Guide 26, 
  Pathfinder RPG Monster Codex 128)
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 29 (4d8+8)
  Fort +6, Ref +8, Will +2; +2 vs. paralysis, poison, and sleep
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 shortspear +4 (1d4)
  Ranged bomb +8 (2d6+3 fire)
  Special Attacks bomb 9/day (2d6+3 fire, DC 15)
  Alchemist Extracts Prepared (CL 4th; concentration +7)
  2nd—fire breathAPG (DC 15), spider climb
  1st—bomber’s eyeAPG, disguise self, expeditious retreat, shield
  STATISTICS
  Str 9, Dex 16, Con 12, Int 16, Wis 10, Cha 10
  Base Atk +3; CMB +1; CMD 14
  Feats Brew Potion, Extra BombsAPG, Point-Blank Shot, Throw Anything
  Traits Blood of DragonsUCA, Meticulous ConcoctionUCA
  Skills Acrobatics +4, Craft (alchemy) +12 (+16 to create alchemical 
  items), Craft (traps) +14, Escape Artist +7, Knowledge (local) +7, 
  Perception +9, Spellcraft +10, Stealth +13; Racial Modifiers +2 Craft 
  (traps), +2 Perception
  Languages Common, Draconic, Dwarven, Gnome, Undercommon
  SQ alchemy (alchemy crafting +4), bomb trap, mutagen (+4/–2, 
  +2 natural armor, 40 minutes), poison use, swift alchemy, 
  trapfinding +2
  Combat Gear boro bead (1st level), potion of bear’s endurance, 
  potion of cat’s grace, potion of cure light wounds (2), potion 
  of cure moderate wounds (3), potion of jump, potion of spider 
  climb, alchemist’s fire (3), itching powderUE, smokestick (2), 
  tanglefoot bag; Other Gear +1 shortspear, cloak of resistance +1, 
  alchemy crafting kitAPG, formula bookAPG (contains all prepared 
  extracts plus cure light wounds, enlarge person, jump, reduce 
  person, true strike, cure moderate wounds, and invisibility), 
  masterwork tool (Craft [alchemy]), masterwork tool (Craft 
  [traps]), alchemical results journal, non-functional wayfinder, a 
  glass with a beetle drenched in honey, 110 gp
  SPECIAL ABILITIES
  Alchemy (Su) Athrax prepares his spells by mixing ingredients into 
  a number of extracts, and then “casts” his spells by drinking the 
  extract. If anyone else drinks one of the extracts, the extract has 
  no effect. Athrax deals 3 additional points of damage with splash 
  weapons, such as alchemist’s fire. Athrax can spend one round 
  alchemist to use Craft (alchemy) to identify potions as if using 
  detect magic.
  Alchemy Crafting Kit This kit contains all the ingredients and tools 
  that Athrax needs to make his bombs and extracts.
  Blood of Dragons Athrax’s draconic lineage grants him a +2 trait bonus 
  on saving throws against effects that cause sleep and paralysis.
  Bomb (Su) Alchemists are adept at swiftly mixing volatile chemicals 
  and infusing them with their magical reserves to create powerful 
  bombs.  Mixing and throwing a bomb is a standard action that 
  provokes an attack of opportunity. Thrown bombs have a range of 
  20 feet and use the Throw Splash Weapon special attack (see page 
  202 of the Pathfinder RPG Core Rulebook). Those caught in the 
  splash damage take 5 points of damage and can attempt a DC 15 
  Reflex save for half damage.
  Bomb Trap (Su) Athrax can expend one of his bombs to make a trap. 
  Setting a bomb trap is a full-round action that provokes attacks of 
  opportunity. A bomb trap fills a single 5-foot square and cannot 
  be placed in the same area as any other trap. A creature that steps 
  on that square triggers the trap and takes 2d6+3 fire damage. 
  Creatures in adjacent squares take 5 points of damage 
  (Reflex DC 15 half). The DCs of the Perception check 
  to notice the bomb trap and the Disable Device 
  check to disable it are both 15. The bomb 
  trap lasts for 40 minutes, after which it 
  becomes inert.
  Extra Bombs This feat grants Athrax 2 
  additional bombs per day. Its effects 
  are already included in his stat block.
  Extracts Below are descriptions of 
  some of the alchemist extracts Athrax 
  has prepared.
  Bomber’s Eye: While this extract is in effect, 
  Athrax receives a +1 insight bonus on attack rolls 
  made with thrown weapons and increases the range of thrown 
  weapons by 10 feet.
  
  Disguise Self: For 10 minutes, Athrax can change his appearance 
  (including his clothing, armor, weapons, and equipment) to whatever 
  he likes, although he cannot change his creature type. He can, 
  however, appear as another subtype of humanoid.
  Expeditious Retreat For 1 minute, Athrax can increase his land 
  speed by 30 feet.
  Fire Breath: Up to thrice during this spell’s duration of 4 rounds, 
  Athrax can belch forth a 15-foot cone of fire as a standard action. 
  The first cone deals 4d6 points of fire damage to every creature in 
  the area. And the second and third cones deal 2d6 and 1d6 points of 
  fire damage, respectively. A successful DC 15 Reflex save halves this 
  damage. After the third cone of flame, the spell ends.
  Shield: Athrax gains a +4 shield bonus to AC for 1 minute and 
  becomes immune to magic missile.
  Spider Climb: For 10 minutes, Athrax or a touched creature can 
  climb on vertical surfaces or ceilings. The affected creature gains 
  a climb speed of 20 feet and a +8 racial bonus on Climb checks. 
  It does not need to make Climb checks to traverse a vertical or 
  horizontal surface (even a ceiling), but it cannot use the run action 
  while climbing.
  Formula Book Athrax’s formula book contains the formulas for all of 
  the extracts he knows. It functions like a wizard’s spellbook.
  Meticulous Concoction Once per day, Athrax can either add a +2 trait 
  bonus to the saving throw DC against one of his bombs, or extend 
  the duration of one of his extracts for 2 rounds.
  Mutagen (Su) Athrax can brew a mutagen that he can drink as a 
  standard action to heighten his physical prowess at the cost of his 
  personality. The mutagen grants him a +2 natural armor bonus, a 
  +4 alchemical bonus a physical ability score, and a –2 penalty to a 
  mental ability score for 40 minutes. His three possible mutagens 
  are +4 Strength/–2 Intelligence, +4 Dexterity/–2 Wisdom, and +4 
  Constitution/–2 Charisma.  Athrax can brew a mutagen in 1 hour, and 
  he can only have one active mutagen at a time; if he brews a second 
  mutagen, the first becomes inert. A non-alchemist who drinks a 
  mutagen becomes nauseated for 1 hour (DC 15 Fortitude negates).
  Swift Alchemy (Ex) Athrax can craft alchemical items at twice the 
  normal speed.
  Combat Gear Below are descriptions of some of Athrax’s consumables.
  Alchemist’s Fire: Athrax’s alchemist’s fire deals 1d6 points of 
  fire damage on a hit and 1 damage to all adjacent creatures (a 
  “splash”). On the next round, the target of a direct hit takes another 
  1d6 points of damage.
  Boro Bead (1st level): Once per day as a standard action, Athrax 
  can recharge any one extract that he had mixed and then consumed 
  that day. The extract is then reconstituted and usable again, just as 
  if it had not been drank.
  Itching Powder: This powder causes targets to suffer from 
  uncontrollable itching until they spend at least 1 round washing 
  it off. A packet of itching powder is a thrown splash attack with 
  a range increment of 10 feet. Anyone standing on the square 
  of impact must succeed at a DC 12 Fortitude save to resist the 
  powder, while those in adjacent squares must succeed at a DC 8 
  Fortitude save. Creatures that fail the save take a –2 penalty on 
  attack rolls, saving throws, skill checks, and ability checks until 
  they wash the powder off. This is a poison effect.
  Ever shunned by his kobold peers, Athrax only earned the 
  respect and fear of his fellow tribe members after the death 
  of the Sewer Dragons’ former alchemist, Yippitok, at the 
  hands of vengeful Pathfinder agents. Overjoyed at his sudden 
  “promotion” to chief alchemist of the tribe, Athrax came 
  to excel in the creation of powerful explosives, eventually 
  merging his hobby with the innate kobold lust for traps. One 
  side project kept by the alchemist is his desire to craft an 
  exploding insect, attempting to lather a beetle in honey and 
  fill it with explosive. Athrax hopes that this “furious honey 
  elemental” will distract enemies long enough to approach and 
  be caught in the ensuing explosion. Athrax is convinced that 
  this theory will result in a terrifying new weapon for the Sewer 
  Dragons, despite the derision his friends and tribe mates 
  sometimes level his way.
  Owing his new station in life to the Pathfinder Society, 
  Athrax developed a sort of fetishism over the agency. Clutching 
  onto a broken wayfinder, the alchemist believes himself one 
  step away from being an honorary member of the Society; 
  every day he looks for a chance to join the Society proper. 
  Subverting the ideals of “Explore, Report, and 
  Cooperate,” Athrax believes in exploring new 
  ways of creating explosions, reporting his 
  horrific findings in his journal, and 
  cooperating by following the orders of 
  chief Yiddlepode.
  Kobold Slang: A “shiny shiny” is a 
  treasure, regardless of how shiny it 
  actually is.
  Sources: This character makes use 
  of the following Pathfinder Roleplaying 
  Game sources: Pathfinder RPG Advanced 
  Player’s Guide (APG), Pathfinder Player Companion: 
  Kobolds of Golarion (KOG), and Pathfinder RPG 
  Ultimate Campaign (UCA).
  
  The Dragon Speaker
  Engashez has spent her whole life preparing for a meeting with a true 
  dragon. She tirelessly studies the difficult arts of oratory and inspiration, 
  secure in the knowledge that one day she will find a draconic patron and 
  become the dragon’s voice to the tribe.
  ENGASHEZ
  Female kobold bard (dragon yapper) 4 (Pathfinder RPG Bestiary 183, 
  Pathfinder RPG Monster Codex 128)
  LE Small humanoid (reptilian)
  Init +1; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 18, touch 12, flat-footed 17 (+4 armor, +1 Dex, +1 natural, +1 shield, 
  +1 size)
  hp 29 (4d8+8)
  Fort +3, Ref +6, Will +5; +4 vs. bardic performance, language-
  dependent, and sonic
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk shortsword +5 (1d4/19–20)
  Ranged sling +5 (1d3)
  Special Attacks bardic performance 13 rounds/day (countersong, 
  distraction, yapping song, inspire competence +2, inspire courage +1)
  Spell-Like Abilities (CL 4th, concentration +6)
  2/day—ghost sound (DC 11)
  Bard Spells Known (CL 4th; concentration +8)
  2nd (2/day)—glitterdust (DC 15), mirror image
  1st (4/day)—charm person (DC 14), feather fall, grease, hideous 
  laughter (DC 14)
  0 (at will)—dancing lights, daze (DC 13), ghost sound (DC 13), mage 
  hand, message, prestidigitation
  STATISTICS
  Str 10, Dex 12, Con 12, Int 13, Wis 10, Cha 16
  Base Atk +3; CMB +2; CMD 13
  Feats Extra Performance, Skill Focus (Perform [sing])
  Traits Draconic EchoKOG, Desperate ResolveUCA
  Skills Acrobatics +8, Bluff +13, Craft (traps) +3, Diplomacy +10, Disguise 
  +20, Knowledge (arcana) +10, Knowledge (local) +10, Perception +2, 
  Perform (percussion) +9, Perform (sing) +13, Sense Motive +13, 
  Stealth +11; Racial Modifiers +2 Craft (traps), +2 Perception
  Languages Common, Draconic, Undercommon
  SQ bardic knowledge +2, bardic performance: yapping song, versatile 
  performance (sing)
  Combat Gear potion of cure light wounds (2), scroll of grease, scroll of 
  haste, scroll of minor image (DC 13), wand of heroism (3 charges), 
  caltrops; Other Gear +1 studded leather, cloak of resistance +1, hat of 
  disguise, mwk buckler, mwk shortsword, sling with 20 bullets, artisan’s 
  tools, ball (5 in. diameter), kobold “heraldic banner”, fishhook (10), flint 
  and steel, masterwork drum, scroll case, 105 gp
  SPECIAL ABILITIES
  Desperate Resolve Engashez gains a +1 trait bonus on concentration 
  checks. This bonus increases to +4 when she is grappled, pinned, 
  in violent weather, or entangled.
  Yapping Song (Su) Engashez can use performance to annoy those 
  who 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 as long as she continues performing. Yapping song 
  is a mind-affecting ability that uses audible components, but is 
  not language-dependent.
  Engashez represents a different breed of kobold, 
  one who shunned the many tropes of her species and 
  instead struck out to become a diplomat. Eschewing the 
  traditional trapsmithing nature of kobolds, Engashez has 
  dedicated her life to eventually meeting a true dragon, 
  and then convincing that creature to become the patron 
  of the Sewer Dragon tribe. Many of her fellow kobolds scoff 
  at Engashez’s odd life goal, but she endures their constant 
  torment, soothing her periods of rest with dreams of riding 
  atop a fierce dragon and directing the creature to consume 
  those that once spoke out against her decisions.
  Until such time as her sweet draconic destiny manifests, 
  Engashez is still considered a valuable member of the Sewer 
  Dragons, for her uncanny ability to direct her allies in combat 
  is unparalleled. Able to support those around her with 
  impressive displays of magic, she also possesses a unique item 
  in the form of a hat of disguise. In tandem with 
  her 
  odd diplomatic skills, Engashez is able to 
  negotiate with members of various other species 
  by assuming a basic disguise to maintain her 
  dealings. Impressive as a skill, she is still 
  mocked by others of her tribe for her clunky skills 
  at crafting traps—a skill that the tribe believes 
  all true kobolds should possess, but she lacks.
  Kobold Slang: A “trueblood” is a kobold; a 
  “true trueblood” is a dragon.
  Sources: This character makes use of the following Pathfinder 
  Roleplaying Game sources:Pathfinder Player Companion: Kobolds 
  of Golarion (KOG), and Pathfinder RPG Ultimate Campaign (UCA).
  
  The Trap Master
  A loner in a tribe of kobolds, the master trapsmith Fazgyn believes in 
  preparation above all things. All Fazgyn needs is the time to prepare the 
  traps necessary to slaughter his foes. 
  FAZGYN
  Male kobold unchained rogue 4 (Pathfinder RPG Bestiary 183, 
  Pathfinder RPG Pathfinder Unchained 20)
  LE Small humanoid (reptilian)
  Init +5; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 natural, +1 size)
  hp 29 (4d8+8)
  Fort +2, Ref +8, Will +1
  Defensive Abilities danger sense +1, evasion, uncanny dodge
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 shortsword +7 (1d4+5/19–20) and mwk shortsword +7 
  (1d4+2/19–20) or +1 shortsword +9 (1d4+5/19–20)
  Ranged mwk shortbow +9 (1d4–1/×3)
  Special Attacks sneak attack +2d6
  STATISTICS
  Str 9, Dex 18, Con 12, Int 14, Wis 10, Cha 10
  Base Atk +3; CMB +1; CMD 15
  Feats Skill Focus (Craft [traps]), Two-Weapon Fighting, Weapon Finesse
  Traits TacticianUCA, Trap SavvyKOG
  Skills Acrobatics +11, Bluff +7, Climb +6, Craft (traps) +17, Disable 
  Device +15, Escape Artist +11, Knowledge (dungeoneering) +9, 
  Knowledge (engineering) +6, Perception +9, Stealth +15; Racial 
  Modifiers +2 Craft (traps), +2 Perception
  Languages Common, Draconic, Dwarven, Undercommon
  SQ debilitating injury: bewildered, debilitating injury: disoriented, 
  debilitating injury: hampered, rogue talents (fast stealth, trapsmith 
  savant), trapfinding +2
  Combat Gear potion of cure moderate wounds (2), greenblood oil (2), 
  giant wasp poison (2), large scorpion venom (2); Other Gear +1 studded 
  leather, +1 shortsword, crossbow bolts (20), mwk shortbow, mwk 
  shortsword, masterwork thieves’ tools, masterwork tool (Craft[traps]), 
  satchel of broken locks, cracked ventriloquist’s dummy, 96 gp
  SPECIAL ABILITIES
  Cunning Trigger Fazgyn can use a swift action to set off any trap 
  within 30 feet that he constructed.
  Danger Sense (Ex) Fazgyn gains a +1 bonus on Reflex saves to avoid 
  traps and a +1 dodge bonus to AC against attacks made by traps. He 
  also gains a +1 bonus on Perception checks to avoid being surprised 
  by a foe.
  Debilitating Injury (Ex) Whenever Fazgyn deals sneak attack damage 
  to a target, he can also apply one of the following penalties for 1 
  round. Bewildered: The target takes a –2 to AC against all attacks, 
  and an additional –2 penalty to AC against Fazgyn’s attacks. 
  Disoriented: The target takes a –2 penalty on all attack rolls, and an 
  additional –2 penalty on all attack rolls against Fazgyn. Hampered: 
  All of the target’s speeds are reduced by half (minimum 5 feet), and 
  the target cannot take a 5-foot step.
  Fast Stealth (Ex) Fazgyn can move at full speed using the stealth skill 
  without any penalty.
  Finesse Training (Ex) Fazgyn gains Weapon Finesse as a bonus feat 
  and may add his Dexterity modifier in place of his Strength modifier 
  on damage rolls with shortswords. These effects are already 
  factored in to his statistics.
  Poison Fazgyn carries several poisons, whose effects are 
  summarized below.
  Giant Wasp Poison—injury; save Fort DC 18; frequency 1/round 
  for 6 rounds; effect 1d2 Dex damage; cure 1 save.
  Greenblood Oil—injury; save Fort DC 13; frequency 1/round for 4 
  rounds; effect 1 Con damage; cure 1 save.
  Large Scorpion Venom—injury; save Fort DC 17; frequency 1/
  round for 6 rounds; effect 1d2 Strength damage; cure 1 save.
  Sneak Attack As the Core Rulebook rogue ability of the same name, 
  except Fazgyn can sneak attack creatures with concealment, but not 
  total concealment.
  Tactician Fazgyn gains a +1 trait bonus on Initiative checks. Once 
  per day when he makes an attack of opportunity, he may add a+2 
  bonus on his attack roll. 
  Trap Savvy You gain a +1 trait bonus on Craft (traps) checks, and 
  gain a +1 bonus to AC against attacks by traps or on saving throws 
  against effects created by traps. These bonuses stack with the 
  bonuses granted by danger sense.
  Trapsmith Savant(Ex) Even when embroiled crafting traps 
  himself, Fazgyn can direct allies to construct their traps more 
  efficiently. Up to two PCs receive a +2 competence bonus on 
  checks to craft traps if Fazgyn wishes. This cannot be used 
  on allies taking 10 to complete their check. If Fazgyn opts not 
  to grant this bonus to allies, he can instead reduce the 
  construction time of any trap he is working on by 1 round 
  (to a minimum of 1 round).
  There is nothing a trap can’t handle: so goes the creed of Fazgyn. 
  A consummate stalker of Absalom’s sewers, the kobold trapsmith 
  has personally laid over a hundred traps in locations throughout 
  the territories of the Sewer Dragon tribe. Those who stumble into 
  one of his traps are often scarred by the encounter, and many Sewer 
  Dragons bear the “cut of Fazgyn” as a result. Still, chief Yiddlepode 
  relies on Fazgyn’s uncanny ability to coordinate and set up traps 
  when forces move against the tribe.
  If there’s one thing that motivates Fazgyn more than laying expert 
  traps, it’s the thought of finding a new device or contraption that he 
  can incorporate into his own mad creations. Fazgyn’s ambitions are 
  larger than protecting the small domain of the Sewer Dragons; any 
  opportunity to explore a new locale intrigues him.
  Kobold Slang: A “slow fang” is a trap.
  Special Note: When using Fazgyn outside of this scenario, replace 
  the unique rogue talent trapsmith savant with bleeding attack.
  Bleeding Attack (Ex) Fazgyn causes living creatures that he hits 
  with a sneak attack to bleed. Bleeding creatures take 2 points of 
  damage each round at the start of each of their turns. The bleeding 
  can be stopped with a successful DC 15 Heal 
  check or with any effect that heals hit point 
  damage. Bleed damage from this ability 
  does not stack with itself, but it does bypass 
  the creature’s damage reduction.
  Sources: 
  This 
  character 
  makes use of the following 
  Pathfinder Roleplaying 
  Game sources:Pathfinder 
  Player Companion: Kobolds 
  of 
  Golarion 
  (KOG), 
  Pathfinder RPG Ultimate 
  Campaign (UCA).
  
  The Muscle
  Lesser races often claim that kobolds are weak. Pethjun has fought against 
  this preconception since she was a young clutchling. Ever proving enemies 
  wrong, the bull-headed bruiser of the Sewer Dragons has only made more 
  of a name for herself since prying a magical belt off a dead adventurer.
  PETHJUN
  Female kobold fighter 4 (Pathfinder RPG Bestiary 183)
  LE Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 22, touch 13, flat-footed 20 (+6 armor, +2 Dex, +1 natural, +2 shield, 
  +1 size)
  hp 34 (4d10+8)
  Fort +5, Ref +3, Will +2; +1 vs. fear
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +10 (1d4+6/18–20) and mwk razored tail +4 
  (1d6+1/19–20) or 
  +1 rapier +10 (1d4+6/18-20)
  Ranged spear +7 (1d6+4/×3) or 
  sling +7 (1d3+3)
  STATISTICS
  Str 16, Dex 14, Con 12, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +6; CMD 18
  Feats Power Attack, Tail TerrorARG, Toughness, Weapon Focus (rapier), 
  Weapon Specialization (rapier)
  Traits Dirty FighterAPG, Frost SpitterKOG
  Skills Craft (traps) +8, Intimidate +3, Perception +7, Stealth +7, Survival 
  +5; Racial Modifiers +2 Craft (traps), +2 Perception
  Languages Common, Draconic
  SQ armor training 1
  Combat Gear potion of cure light wounds, potion of fly; Other Gear 
  +1 rapier, belt of giant strength +2, mwk breastplate, mwk heavy 
  wooden shield, mwk razored tailARG, sling, sling bullets (20), spear 
  (5), masterwork tool (Craft[traps]),  two sacks of discarded human 
  trinkets, raven-feather headdress, 10 gp
  SPECIAL ABILITIES
  Dirty Fighter Pethjun adds a +1 trait bonus on damage rolls against 
  opponents she is flanking.
  Favored Class Bonus Pethjun adds +2 to her damage rolls against 
  opponents that she is flanking and opponents who are denied their 
  Dexterity bonus to AC.
  Frost Spitter Once per day as a standard action, Pethjun can breathe 
  a frigid cloud of dense fog, which sinks to the ground to create 
  a 10-foot-square sheet of ice. It costs 2 squares of movement to 
  enter a square covered by an ice sheet, and the DC of Acrobatics 
  checks on the ice increases by 5. A successful DC 10 Acrobatics 
  check is required to run or charge across an ice sheet.
  Razored Tail Pethjun’s razored tail 
  attachment augments the 
  natural attack she gains from 
  the tail terror feat. The effects of 
  this augmentation are factored in to 
  her statistics.
  Tail Terror This feat allows Pethjun to attack 
  with her tail as a secondary natural attack.
  Pethjun was a fighter from birth, slaying those of her 
  siblings who dared try and take food or trinkets she’d 
  claimed. Spending her time developing physical aspects over 
  mental or social endeavors, by the time Chief Yiddlepode 
  assumed command of the Sewer Dragons, Pethjun has 
  already declared herself as the chieftain’s personal protector. 
  Unwilling to antagonize the temperamental kobold, Yiddlepode 
  allowed Pethjun the honor of being her protector, except on the 
  occasions when Pethjun was sent off on missions for the tribe. 
  Sometimes, those “missions” had little to do with tribe business 
  and more to do with the chief’s exasperation with the fighter.
  Beyond feats of strength, little interests Pethjun as much as 
  the thrill of combat. Wielding light weaponry to compensate 
  for her large wooden shield, the self-declared bodyguard has 
  also mastered the use of her tail as a weapon, augmenting it 
  with a vicious razor implement. It is Pethjun’s life 
  goal to prove herself as a martial paragon of the 
  tribe—something the rest of the tribe would 
  never question anyway—though she only sees 
  defeating a truly worthy opponent as a means 
  of preserving her legacy in the Sewer Dragons’ 
  history. She is constantly on the lookout for an 
  opponent worthy of her skill.
  Kobold Slang: A “bigfoot” is a Medium or larger 
  humanoid.
  Sources: This character makes use of the following 
  Pathfinder Roleplaying Game sources: Pathfinder RPG 
  Advanced Race Guide (ARG), Pathfinder RPG Advanced Player’s 
  Guide (APG). and Pathfinder Player Companion: Kobolds of 
  Golarion (KOG).
  
  The Disciple of Destruction
  Few willingly serve Dahak, the patron of evil dragons, but Skyrahk has 
  known no other life. Blessed with visions of the Sorrowmaker, as Dahak 
  is known, Skyrahk chants of a time of destruction and woe for those that 
  oppose the great Sewer Dragons.
  SKYRAHK
  Female kobold cleric of Dahak 4 (Pathfinder RPG Bestiary 183)
  NE Small humanoid (reptilian)
  Init +5; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 18, touch 12, flat-footed 17 (+5 armor, +1 Dex, +1 natural, +1 size)
  hp 29 (4d8+8)
  Fort +6, Ref +4, Will +8
  Defensive Abilities chameleon aspectKOG
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d3–1/19–20)
  Special Attacks channel negative energy 5/day (DC 14, 2d6), 
  destructive smite (+2, 6/day)
  Cleric Spells Prepared (CL 4th; concentration +7)
  2nd—bull’s strength, cure moderate wounds, invisibilityD, sound 
  burst (DC 15)
  1st—alarmD, command (DC 14), doom (DC 14), magic stone, shield 
  of faith
  0 (at will)—bleed (DC 13), detect magic, guidance, resistance
  D Domain spell; Domains Trickery (Ambush subdomainKOG), 
  Destruction
  STATISTICS
  Str 8, Dex 13, Con 12, Int 10, Wis 16, Cha 14
  Base Atk +3; CMB +1; CMD 12
  Feats Improved Initiative, Selective Channeling
  Traits Deft DodgerAPG, Kobold FaithKOG
  Skills Craft (traps) +8, Diplomacy +6 (+8 vs. other kobolds), Knowledge 
  (religion) +7, Perception +5, Spellcraft +5; Racial Modifiers +2 Craft 
  (traps), +2 Perception
  Languages Common, Draconic
  Combat Gear hand of the mage, pearl of power (1st level), scroll of 
  bless (2), scroll of magic weapon, scroll of remove fear, scroll of magic 
  vestment (2), scroll of obscuring mist, scroll of spiritual weapon, wand 
  of cure light wounds; Other Gear +1 chain shirt, dagger, cloak of 
  resistance +1, iron holy symbol of Dahak, masterwork tool (Craft[traps]), 
  cookbook detailing how to “make meals well done,” 18 gp
  SPECIAL ABILITIES
  Chameleon Aspect As a swift action up to 6 times per day, Shyrahk can 
  subtly blend the color of her scales into the surrounding environment. 
  When she does so, she gains concealment (20% miss chance) against 
  creatures more than 10 feet away, and total concealment (50% miss 
  chance) against creatures more that 40 feet away.
  Deft Dodger Shyrahk’s experience jumping out of the way of danger 
  grants her a +1 trait bonus on Reflex saves, which is already 
  included in her statistics.
  Kobold Faith Shyrahk gains a +2 trait bonus on Diplomacy checks when 
  dealing with other kobolds, and qualifies for the Ambush subdomain.
  Religion is a treasured history among kobold tribes, passed down 
  and changed from generation to generation. Skyrahk’s devotion 
  to Dahak is pure, and stems from a series of visions gifted by 
  the god himself. Skyrahk has given up her reclusive lifestyle and 
  pledged herself to assisting Chief Yiddlepode and the 
  rest of the Sewer Dragons in what she believes will 
  be a time of trial.
  The vision of a great dark wyrm has clouded 
  Skyrahk’s vision of late, and the priest is unsure 
  if it is an image of her deity or an omen. Skyrahk 
  believes in a time when the Sewer Dragons will 
  have a great patron to elevate them beyond their 
  current begging at the feet of the Pathfinder 
  Society, but only believes such an 
  upheaval will come at the blotting of 
  the sun by a great chromatic dragon 
  patron. The cleric believes only in 
  the purity of chromatic dragons, 
  seeing all others as pale imitations 
  of that perfect breed of beings. Until 
  such a fate is assured, the disciple of 
  Dahak is more than willing to accept the 
  Society’s allegiance and aid, knowing it only 
  brings strength to the Sewer Dragons, and the 
  promise of greater destruction in the future. 
  To Skyrahk, the sooner that destruction comes 
  about, the better.
  Kobold Slang: “Goldfever” is excessive 
  greed or bravado.
  Sources: This character makes use of 
  the following Pathfinder Roleplaying Game sources: Pathfinder 
  RPG Advanced Player’s Guide (APG). and Pathfinder Player 
  Companion: Kobolds of Golarion (KOG).
  
  The Master of Magic
  All shall tremble before the might of Varanog the Majestic! Imbued 
  beyond the blood of dragons, Varanog is a paragon of kobold lineage, 
  with a gift of innate magic that allows him to overcome any challenge 
  that dares to stand in his way.
  VARANOG
  Male kobold sorcerer 4 (Pathfinder RPG Bestiary 183)
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 16, touch 15, flat-footed 12 (+3 Dex, +1 dodge, +1 natural, +1 size)
  hp 26 (4d6+8)
  Fort +2, Ref +4, Will +5
  Defensive Abilities trap sense +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee dagger +0 (1d3–3/19–20)
  Sorcerer Spells Known (CL 4th; concentration +9)
  2nd (4/day)—scorching ray
  1st (7/day)—alarm, floating disk, magic missile, ray of 
  enfeeblement (DC 14)
  0 (at will)—acid splash, daze (DC 13), detect magic, mending, ray of 
  frost, read magic
  Bloodline KoboldARG
  STATISTICS
  Str 4, Dex 16, Con 12, Int 13, Wis 12, Cha 16
  Base Atk +2; CMB –2; CMD 12
  Feats Combat Casting, Dodge, Eschew Materials
  Traits Focused MindAPG, Imposing ScionUCA
  Skills Appraise +5, Bluff +7, Craft (traps) +9, Intimidate +10 (+12 vs. 
  kobolds), Knowledge (arcana) +8, Knowledge (planes) +2, Perception 
  +3, Spellcraft +5; Racial Modifiers +2 Craft (traps), +2 Perception
  Languages Common, Draconic, Undercommon
  SQ trap rune
  Combat Gear potion of cure moderate wounds (3), reach metamagic 
  rod (lesser) carved with a pair of dragon heads, scroll of fireball  
  (CL 7th), scroll of haste, scroll of mirror image, wand of chill touch 
  (29 charges), wand of mage armor (20 charges); Other Gear dagger, 
  masterwork tool (Craft [traps]), small wooden statue carved in his 
  own likeness, list of names (he knows what they did), majestic cape, 
  silver crown, satchel filled with delicious mauve mushrooms, two 
  vials filled with the tears of orphaned dire weasels, 44 gp
  SPECIAL ABILITIES
  Bloodline Arcana Whenever Varanog casts a spell against a 
  creature that is denied its Dexterity bonus to AC, increase that 
  spell’s DC by +2.
  Kobold Bloodline Varanog gains alarm as a bonus bloodline spell.
  Trap Rune (Sp) As a standard action, Varanog can sketch a single, 
  nearly invisible magical rune on any 5-foot-square solid surface. 
  When Varanog creates a rune, pick one of the following energy 
  types: acid, cold, electricity, or fire. While the rune is active, the 
  next creature other than Varanog who steps on or touches the 
  rune’s area causes the rune to explode. The rune’s explosion deals 
  1d8+4 points of energy damage to anything in its square (DC 15 
  Reflex half). The rune is considered a magical trap for the purpose of 
  perceiving it or disabling it. The DC for both Perception and Disable 
  Device checks is the same as the Reflex saving throw to halve the 
  damage. Varanog can use this ability a number of times per day 
  equal to 3 + his Charisma modifier. Each rune lasts for 24 hours or 
  until discharged.
  Kobolds born with magical blood in their veins typically display 
  the heritage of true dragons; Varanog breaks this mold by 
  displaying a lineage of blood more akin to those of great kobold 
  heroes. The kobold sorcerer barely restrains his megalomaniacal 
  ego, occasionally muttering about his eventual rise to power over 
  the Sewer Dragons and the enslavement of all of Absalom. 
  Although he prefers to travel atop of a conjured floating disk, 
  Varanog understands the importance of conserving his magical 
  powers and only makes such overt displays of power once or 
  twice in a day, as his whims dictate. He places his spells and 
  traps in the most visible of locations, preferring his targets 
  and allies to witness his awesome and overwhelming 
  power. The kobold sorcerer values two of his 
  material possessions above the rest. The first is his 
  oversized metamagic rod carved with two dragon’s 
  heads, whose maws breathe tiny cones of pale blue 
  light whenever he uses it to augment spells. The 
  second item is a sacred scroll once written by a previous 
  sorcerer of the tribe, a near-holy artifact like item of the tribe: 
  a scroll of fireball, only to be used in the direst of circumstances.
  Kobold Slang: A “softscale” is a weak, incompetent, or 
  dull-witted kobold who the tribe would be better without.
  Sources: This character makes use of the following Pathfinder 
  Roleplaying Game sources:Pathfinder RPG Advanced Player’s Guide 
  (APG), Pathfinder RPG Advanced Race Guide (ARG), and Pathfinder 
  RPG Ultimate Campaign (UCA).
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 6/S06-99 True Dragons of Absalom Pregens.pdf