Kobold Trap Squad
Level 4Abilities
HP 60 (4 segments); Thresholds 40 (3 segments), 20 (2 segments)
Frequency once per round
Effect The kobolds Stride up to their Speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. If they end this movement with at least 1 segment adjacent to any enemy, the squad is Off-Guard until the beginning of its next turn.
The kobolds hastily prepare a handful of rudimentary traps in their vicinity until the beginning of their next turn. The next creature who moves adjacent to the trap squad triggers a trap and must attempt a DC 18 reflex save. On a failure, the creature takes 1d4 persistent bleed damage (2d4 persistent bleed damage on a critical failure). A creature taking persistent bleed damage from Hasty Traps takes a –5-foot enhancement penalty to its Speed. This occurs to as many creatures as the kobold trap
The kobolds draw their slings, then launch a ranged barrage of stones. This barrage is a 10-foot burst within 50 feet that deals 3d4 bludgeoning damage with a DC 18 reflex save. When the squad is reduced to 2 segments, this area decreases to a 5-foot burst.
1 to 3
Frequency once per round
Effect The kobold trap squad engages in a coordinated melee attack against all enemies in a 5-foot emanation, with a DC 18 reflex save. The damage depends on the number of actions.
1 1d6 piercing damage
2 (2d6+4)[piercing|options:area-damage] damage
3 (2d6+7)[piercing|options:area-damage] damage
Kobold trap squads generally protect their warrens, but these groups sometimes range outside of their lairs at the behest of a powerful patron. Their goals are usually to scout a given location, but they can be tasked with procuring an item or resource for the good of the warren.