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Medium natural animate (construct, homunculus)
Level 1 Minion Skirmisher
XP 25
HP 1; a missed attack never damages a minion.
Initiative +3
AC 16, Fortitude 13, Reflex 14, Will 13
Perception +2
Speed 6
Immune disease, poison
Standard Actions
m Telescoping Blade (weapon) At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 damage.
r Spine Flinger (weapon) At-Will
Attack: Ranged 15/30 (one creature); +6 vs. AC
Hit: 3 damage.
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (-4) Cha 3 (-4)
Alignment unaligned Languages -
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Small natural animate (construct, homunculus)
Level 2 Brute
XP 125
HP 48; Bloodied 24
Initiative +3
AC 15, Fortitude 15, Reflex 13, Will 12
Perception +7
Speed 6
Immune disease, poison
Standard Actions
m Bite At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d10 + 3 damage, or 1d10 + 9 while the armature is within 2 squares of an ally.
Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
Con 18 (+5) Int 3 (-3) Cha 12 (+2)
Alignment unaligned Languages -
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Level 1 Skirmisher
Small natural humanoid (reptile) XP 100 each
Initiative +5 Senses Perception +0; darkvision
HP 27; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will 13; see also trap sense
Speed 6
m Spear (standard; at-will) ✦ Weapon
+6 vs. AC; 1d8 damage; see also mob attack.
Combat Advantage
+1d6 damage on melee attacks and ranged attacks against target the skirmisher has combat advantage against.
Mob Attack
+1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
Shift 1 square as a minor action.
Trap Sense
+2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +7, Stealth +9, Thievery +9
Str 8 (–1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (–2) Cha 15 (+2)
Equipment hide armor, spear
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Level 1 Artillery
Small natural humanoid (reptile) XP 100
Initiative +3 Senses Perception +1; darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12; see also trap sense
Speed 6
m Dagger (standard; at-will) ✦ Weapon
+5 vs. AC; 1d4 + 3 damage.
r Sling (standard; at-will) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
R Glue Shot (standard; at-will)
Ranged 10/20; +6 vs. Reflex; the target is immobilized (save ends).
Shifty (minor; at-will)
Shift 1 square.
Trap Sense
+2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 9 (–1) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (–1) Cha 10 (+0)
Equipment leather armor, dagger, sling with 20 bullets and 3 glue shot sling bullets (see above)
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Level 1
Small natural humanoid (reptile) XP 25
Initiative +3 Senses Perception +1; darkvision
HP 1/1; a missed attack never damages a minion.
AC 15; Fortitude 11, Reflex 13 Will 11; see also trap sense
Speed 6
m Javelin (standard; at-will) ✦ Weapon
+5 vs. AC; 4 damage
r Javelin (standard; at-will) ✦ Weapon
Ranged 10/20; +5 vs. AC; 4 damage.
Shifty (minor; at-will)
Shift 1 square.
Trap Sense
+2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Stealth +4, Thievery +4
Str 8 (–1) Dex 16 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (–1) Cha 10 (+0)
Equipment leather armor, light shield, 3 javelins.
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Level 2 Brute
Small natural beast (reptile) XP 125 each
Initiative +3 Senses Perception +7
HP 48; Bloodied 24
AC 15; Fortitude 15, Reflex 13, Will 12
Immune fear (while within 2 squares of an ally)
Speed 6
m Bite (standard; at-will)
+6 vs. AC; 1d10 + 3 damage, or 1d10 + 9 damage while within 2 squares of an ally.
Alignment Unaligned Languages —
Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
Con 18 (+5) Int 3 (–3) Cha 12 (+2)
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Level 1 Blaster
Trap XP 100
This sludge-covered stone is tied to a long rope that hangs from a hook in the ceiling.
Trap: When a kobold throws the stone, it attacks a target and then returns to the kobold on the opposite platform.
Trigger
A kobold uses a standard action to attack with the skull-skull stone. It can be used by two different kobolds in each round.
Attack
Standard Action Melee
Target: One character in the marked area on the map.
Attack: +8 vs. AC
Hit: 1d8+2 damage and push 2 squares.
Countermeasures
✦ A character in the marked area can ready an action to attack the
rope (AC 14, 10 hp, and resist 5 to all damage).
✦ A character can make ranged attacks against the rope.
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Level 1 Artillery
Small natural humanoid (reptile) XP 100
Initiative +3 Senses Perception +1; darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12; see also trap sense
Speed 6
m Dagger (standard; at-will) ✦ Weapon
+5 vs. AC; 1d4 + 3 damage.
r Sling (standard; at-will) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
R Glue Shot (standard; at-will)
Ranged 10/20; +6 vs. Reflex; the target is immobilized (save ends).
Shifty (minor; at-will)
Shift 1 square.
Trap Sense
+2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 9 (–1) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (–1) Cha 10 (+0)
Equipment leather armor, dagger, sling with 20 bullets and 3 glue shot sling bullets (see above)
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Level 1 Soldier
Small natural humanoid (reptile) XP 100
Initiative +3 Senses Perception +1; darkvision
HP 28; Bloodied 14
AC 17; Fortitude 13, Reflex 12, Will 12; see also trap sense
Speed 5
m Short Sword (standard; at-will) ✦ Weapon
+6 vs. AC; 1d6 + 3 damage and the target is marked until the end of the kobold dragonshield's next turn.
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or enemy moves adjacent; at-will)
The kobold dragonshield shifts 1 square
Mob Attack
The kobold dragonshield gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor; at-will)
Shift 1 square.
Trap Sense
+2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +5, Stealth +7, Thievery +7
Str 14 (+2) Dex 13 (+1) Wis 12 (+1)
Con 12 (+1) Int 9 (-1) Cha 10 (+0)
Equipment scale armor, heavy shield, short sword
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Level 2 Artillery
Small natural humanoid (reptile) XP 125
Initiative +3 Senses Perception +4; darkvision
HP 30; Bloodied 15
AC 16; Fortitude 12, Reflex 14, Will 14; see also trap sense
Speed 6
m Spear (standard; at-will) ✦ Weapon
+6 vs. AC; 1d8 damage.
R Energy Orb (standard; at-will) ✦ Cold
Ranged 10; +5 vs. Reflex; 1d10 + 3 cold damage
C Incite Faith (minor; encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square.
C Dragon Breath (standard; encounter)
Close blast 3; +5 vs. Fortitude; 1d10 + 3 cold damage. Miss: Half damage.
Shifty (minor; at-will)
Shift 1 square.
Trap Sense
+2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Stealth +10, Thievery +10
Str 9 (+0) Dex 16 (+4) Wis 17 (+4)
Con 12 (+2) Int 9 (+0) Cha 12 (+2)
Equipment hide armor, spear, bone mask
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Level 1 Skirmisher
Small natural beast (reptile) XP 100
Initiative +6 Senses Perception +3
HP 29; Bloodied 14
AC 16; Fortitude 11, Reflex 14, Will 13
Speed 4, fly 8 (hover); see also flyby attack
m Bite (standard; at-will)
+6 vs. AC; 1d6 + 4 damage.
m Snatch (standard; at-will)
+4 vs. Reflex; 1 damage, and the spiretop drake steals a small object from the target, such as a vial, scroll, or coin.
M Flyby Attack (standard; at-will)
The spiretop drake fl ies up to 8 squares and makes one melee basic attack at any point during that movement. The drake doesn’t provoke opportunity attacks when moving away from the target of the attack.
Alignment Unaligned Languages —
Str 11 (+0) Dex 18 (+4) Wis 16 (+3)
Con 13 (+1) Int 3 (–4) Cha 11 (+0)
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Level 3 Blaster Trap XP 150
A giant boulder rolls through the chamber.
Trap: The boulder rolls over everything in its path.
Perception
✦ DC 10: The character notices the approaching boulder.
Initiative +5 Speed 8
Trigger
As soon as the encounter begins, the trap rolls initiative.
Attack
Opportunity Action Melee
Target: Attacks any character in a space it enters
Attack: +7 vs. Reflex
Hit: 2d6 damage and knock prone.
Special: If the boulder ends its turn in a space with a character, it makes a second attack. The character then moves to any open adjacent space (character’s choice).
Countermeasure
✦ A character can attempt a DC 20 Athletics check as an immediate reaction to leap over the rolling boulder.
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Level 2 Solo Brute
Large natural magical beast (dragon) XP 625
Initiative +1 Senses Perception +7; darkvision
HP 190; Bloodied 95; see also bloodied breath
AC 17; Fortitude 19, Reflex 17, Will 16
Resist 15 cold
Saving Throws +5
Speed 6 (ice walk), fly 6 (hover), overland flight 10
Action Points 2
m Bite (standard; at-will) ✦ Cold
Reach 2; +5 vs. AC; 1d8 + 4 plus 1d6 cold damage (plus an extra 1d6 cold damage on a successful opportunity attack).
m Claw (standard; at-will)
Reach 2; +5 vs. AC; 1d8 + 4 damage.
M Dragon’s Fury (standard; at-will)
The dragon makes two claw attacks. If the dragon hits a single target with both claws, it makes a bite attack against the same target.
C Breath Weapon (standard; recharge ⚄⚅ ) ✦ Cold
Close blast 5; +3 vs. Reflex; 3d6 + 4 cold damage, and the target is slowed and weakened (save ends both).
C Bloodied Breath (free, when first bloodied; encounter) ✦ Cold
The dragon’s breath weapon recharges, and the dragon uses it immediately.
C Prophetic Revelation (standard; encounter) ✦ Fear
Close burst 5; targets enemies; +3 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a –2 penalty to attack rolls (save ends).
Alignment Evil Languages Draconic, Common
Skills Athletics +15
Str 18 (+5) Dex 10 (+1) Wis 12 (+2)
Con 18 (+5) Int 10 (+1) Cha 8 (+0)