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Kobold Come-Musgo Psychic 20

N Small Kobold Spellscale Kobold Humanoid


Perception +28; Darkvision
Languages Common, Draconic, Fey
Skills Acrobatics +27, Arcana +34, Athletics +1, Crafting +26, Deception +31, Diplomacy +38, Intimidation +30, Lore:
Alchemical +26, Lore: Dragon +32, Lore: Kobold +26, Occultism +35, Society +26, Stealth +28, Survival +23, Thievery +27
Str +1, Dex +5, Con +4, Int +4, Wis +1, Cha +7
Items +3 Major Resilient Unarmored

AC 42; Fort +31, Ref +32, Will +32


HP 226; Resistances Damage to Spirit -10, physical 10, mental -5, fire 13
Ally's Shelter Frequency once per day Trigger You attempt a saving throw while adjacent to one or more allies, but you
haven't rolled yet. In stressful circumstances, you find strength in your allies' example. Roll the save using an adjacent ally's
modifier for that type of saving throw instead of your own.
Cringe Trigger A creature you are aware of critically succeeds on a Strike against you and would deal damage to you. With
pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the
damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The
attacker is then immune to your Cringe for 24 hours.
No!!! Trigger A non-minion ally within 60 feet is reduced to 0 Hit Points. The shock of seeing your ally near death breaks
whatever limits exist in your mind, sending your power spilling forth. If your psyche is currently unleashed, you can
immediately use a psyche action that takes 1 action or less to use. If your psyche is not currently unleashed, you Unleash your
Psyche, which remains unleashed until the end of your next turn. You can ignore Unleash Psyche's requirement of needing to
have Cast a Spell on your previous turn, but you still can't Unleash your Psyche if you're stupefied or for 2 rounds after your
psyche subsides.
Recognize Spell Prerequisites trained in Arcana, Nature, Occultism, or Religion Trigger A creature within line of sight
casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be
aware of the casting. If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd rank or
lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success).
The highest rank of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're
legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the
spell being cast. If you're not trained in the skill, you can't get a result better than failure. Critical Success You correctly
recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly
recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of
the GM's choice.
Catharsis Trigger determined by your catharsis emotion; Effect You gain the catharsis activation effects listed for your
catharsis emotion. You gain that emotion’s emotional fervor benefits for 3 rounds. When your emotional fervor ends, you
suffer the listed emotional fallout. After using Catharsis, you can’t use it again until you use the Settle Emotions activity.

Speed 30 feet
Emotional Surge (Concentrate, Emotion, Psyche, Psychic) Requirements emotional acceptance subconscious mind Your
heart soars, increasing your power for a moment. You gain a +2 status bonus to attack rolls and skill checks until the start of
your next turn.
Kobold Breath (Arcane, Evocation, Kobold) You channel your draconic exemplar's power into a gout of energy that
manifests as a 30-foot line or a 15-foot cone, dealing 1d4 damage. Each creature in the area must attempt a basic saving
throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds. At 3rd level and every 2
levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those
of your draconic exemplar (see Table 1-1). This ability has the trait associated with the type of damage it deals.
Legendary Negotiation (General, Skill) Prerequisites legendary in Diplomacy You can negotiate incredibly quickly in
adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and
engage in negotiations. You take a –5 penalty to your Diplomacy check. Generally, the DC of this check is the creature's Will
DC, although your GM may modify it based on the situation. Some creatures may be unable to stop regardless of their
personal desires, and even those who agree to parley might ultimately find your arguments lacking and return to violence.
Hatchling Flight (Kobold) Frequency once per round Prerequisites Winglets You can fly a little! You Fly up to half your
Speed. If you don't end your movement on solid ground, you fall at the end of your turn.
Brain Drain (Divination, Mental, Occult, Psyche, Psychic) With a wresting of will, you siphon off a creature's mental
energy to replenish your own. One non-mindless creature within 30 feet must attempt a Will save against your spell DC.
Success The creature is unaffected. Failure The creature is stupefied 1 for 1 minute, and you regain 1 Focus Point, up to your
normal maximum. You can't use Brain Drain again until after the next time you make your daily preparations. Critical Failure
As failure, but the creature is stupefied 2.
Astral Tether (Abjuration, Occult, Psychic) You spin out a thread of psychic energy that connects you to an ally, using it as
a conduit for your abilities. Choose a willing creature within 60 feet and connect to it. Whenever you would gain a benefit from
a psychic amp, you can have the amp affect the tethered creature instead. You can do so only if the amp grants a distinct
benefit, not if it alters the amped spell. The tether can't be severed physically but breaks if the distance between you and the
tethered ally ever exceeds 60 feet, if you become unconscious, or if you use Astral Tether again.
Grovel (Auditory, Concentrate, Emotion, Kobold, Mental) Prerequisites trained in Deception With obsequious words and
begging gestures, you convince your foe you're less of a threat. You attempt to Feint against a creature. Unlike a normal Feint,
the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its
Perception DC.
Unleash Psyche Trigger Your turn begins. Requirements You’re in an encounter, you Cast a Spell on your previous turn,
and you aren’t stupefied. You call on the depths of your mind and let psychic power flood through. Your Psyche remains
Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can’t voluntarily quell your unleashed
psyche. While your Psyche is Unleashed, the following effects occur. • You’re constantly surrounded by the visual
manifestation of your psychic magic. • When you cast a damaging spell, you gain a status bonus to its damage equal to
double the spell’s level. This applies only to spells that don’t have a duration and that you cast using psychic spellcasting. •
You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain
of channeling its full power. You can’t use Unleash Psyche again for 2 rounds, and you’re stupefied 1 for 2 rounds.
Restore the Mind (Emotion, Enchantment, Healing, Mental, Psyche, Psychic) Your unleashed psyche gives you closer
connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body.
Choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10
minutes. • The ally gains a +1 status bonus to saving throws against mental effects until your psyche ends. • The ally regains
Hit Points equal to 2 + double your level.
Occult Known Spells DC 45, attack +35; 10th Freeze Time, Shadow Army (1 slots); 9th Bilocation, Phantasmagoria, Meteor
Swarm (2 slots); 8th Canticle of Everlasting Grief, Quandary, Polar Ray (2 slots); 7th Inexhaustible Cynicism, Possession, Fiery
Body (2 slots); 6th Awaken Entropy, Cast into Time, Flame Vortex (2 slots); 5th Tongues, Synesthesia, Cone of Cold (2 slots); 4th
Fly, Clownish Curse , Fire Shield (2 slots); 3rd Hypnotize, Haste, Fireball (2 slots); 2nd Blood Vendetta, Calm, Heat Metal (2 slots);
1st Force Barrage ☆, Sleep, Burning Hands (2 slots); Cantrips Daze, Telekinetic Hand, Phase Bolt
Occult Known Spells DC 45, attack +35; 8th Spirit Song (1 slots); 7th Inexhaustible Cynicism (1 slots); 6th Never Mind (1 slots);
5th Dreaming Potential (1 slots); 4th Luring Wail (1 slots); 3rd Oneiric Mire (1 slots); 2nd Laughing Fit (1 slots); 1st Draw Ire (1
slots); Cantrips Read the Air
Arcane Innate Spells DC 45, attack +35; 2nd ; 1st ; Cantrips
Arcane Innate Spells DC 45, attack +35; 4th ; 3rd ; 2nd ; 1st ; Cantrips
Arcane Innate Spells DC 45, attack +35; Cantrips Eat Fire
Focus Spells (3 points) Frostbite (Amped)
Ignition (Amped)
Thermal Stasis
Entropic Wheel
Veil of Confidence
Redistribute Potential
Dragon Wings
Additional Feats Additional Lore, Alchemical Crafting, Aura Sight, Basic Cathartic Spellcasting, Become Thought, Break Curse,
Cantrip Expansion, Cathartic Focus Spell, Cathartic Mage Dedication, Constant Levitation, Consult the Spirits, Deepest Wellspring,
Diehard, Dracomancer, Dragon Disciple Dedication, Dragon's Breath, Dubious Knowledge, Elite Dracomancer, Expert Cathartic
Spellcasting, Fleet, Glad-Hand, Group Impression, Inertial Barrier, Infectious Emotions, Kobold Lore, Master Cathartic
Spellcasting, Mighty Wings, Scales of the Dragon, Shameless Request, Shatter Space, Spellscale Kobold, Toughness, Unified
Theory, Unmistakable Lore, Winglets, Wings of the Dragon, Wyrmling Flight
Additional Specials 1st ABP Skill +1 (Occultism), 1st ABP Skill +2 (Not Selected), 1st ABP Skill +3 (Not Selected), 2nd ABP Skill
+1 (Diplomacy), 2nd ABP Skill +2 (Not Selected), 2nd ABP Skill +3 (Not Selected), 3rd ABP Skill +1 (Arcana), 3rd ABP Skill +2 (Not
Selected), 4th ABP Skill +1 (Deception), 4th ABP Skill +2 (Not Selected), 5th ABP Skill +1 (Intimidation), 6th ABP Skill +1 (Stealth),
ABP Apex Ability (Charisma), Cathartic Mage Emotion (Pride), Cathartic Mage Tradition (Occult), Clarity of Focus, Conscious
Mind (The Oscillating Wave), Consult the Spirits (Occultism), Draconic Exemplar (Red), Dragon Type (Magma), Extrasensory
Perception, Fortress of Will, Great Fortitude, Infinite Mind, Personal Barrier, Precognitive Reflexes, Psi Cantrips And Amps,
Psychic Spellcasting, Settle Emotions, Signature Spells, Subconscious Mind (Emotional Acceptance), Walls of Will

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