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Kobold Earthbender

Kobold EarthbenderThis mole-like creature can bend earth at will and mend the very earth around her.

Kobold Earthbender (CR 8)

XP 4,800
Kobold Geomancer 9
LE Medium Humanoid (Kobold)
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +15

DEFENSE

AC 16 (18) [20], touch 12 (14); flat-footed 14 (+3 armor, +2 dex, +1 natural, +2 natural in favorite terrain, +2 dodge in caves or rocky terrain)
hp 69 [101] (9d8+29)
mp 35
Fort +10, Ref +6, Will +10, +4 racial bonus on Constitution and Fortitude saves to avoid fatigue and exhaustion;
Defensive Abilities Bond to the Land, Thick Hide; Resist Earth 9, Fire 4, Ice 4, Lightning 4, Water 4, Wind 4;

OFFENSE

Speed 30 ft., burrow 20 ft.
Melee +1 Battleaxe +10/+5 (1d8+3/x3)
Ranged Sling +9/+4 (1d4)
Special Attacks Geomancy (14/day, 3d6)
Special Abilities Geomancy Tricks (Improved Geomancy, Stone Scouting, Subterranean Stride), Homefield Advantage (2/day, +10-ft, 9 rounds), Terrain Movement (6/day)
Spells Known (Geomancer CL 9th, concentration +12)

At-will (DC 13) – Create Water, Detect Magic, Elemental Orb, Ignite, Read Magic, Virtue
1st (DC 14) – Burning Disarm, Endure Elements, Icicle Dagger, Jump, Pass without Trace, Produce Flame, Stone Fist (DC 15), Summon Nature’s Ally I
2nd (DC 15) – Barkskin, Binding Earth (DC 16), Elemental Weapon, Groundswell (DC 16)
3rd (DC 16) – Burrow, Communal Wall Climb, Meld into Stone, Stone Shape
4th (DC 17) – Comet (DC 18), Earth Glide, Freedom of Movement, Spike Stones (DC 18)
5th (DC 18) – Passwall, Stoneskin

STATISTICS

Str 14, Dex 14, Con 16, Int 12, Wis 17, Cha 10
Base Atk +6/+1; CMB +8; CMD 20
Feats Elemental Focus (Earth), Extend Spell, Extra MP, Power Attack, Weapon Focus (Battleaxe)
Skills Knowledge (Geography) +15, Knowledge (Nature) +17, Perception +15, Spellcraft +15, Survival +17 (+19 underground); Racial Modifiers +2 disable device, +2 Knowledge (dungeoneering), and +2 Survival (underground)
Languages Common, Goblin, Terran
SQ Armored Mage (light), Clear Mind, Endure Elements, Favored Terrain (Underground or Urban, +2), Cave Dweller, Emissary, Geosynchronous, Ley Line +2, Master Tinker, Nature’s Armor (+2), Nature’s Resilience, Reckless Work, Spell Proficiency
Gear cure potion (4), battleaxe +1, sling, 10 bullets, 5th-lvl geomancer scroll, studded leather armor, cloak of resistance +1

SPECIAL ABILITIES

Bond to the Land (Ex)

Kobold gain a +2 dodge bonus to AC when in caves and rocky terrain.

Cave Dweller (Ex)

Kobolds have vast knowledge on dungeons and survival and therefore gain a +2 racial bonus on Knowledge (dungeoneering) and Survival checks made underground.

Emissary (Ex)

Kobolds are decent on making trade offers to the once famous pirates of Lominsa and know exactly how to swindle their way into getting precious metals and ores. Once per day, kobolds can roll twice when making a Bluff or Diplomacy check and take the better roll.

Magic Hammer (Su)

Once per day, a kobold can summon a magical hammer and launches (+8 ranged touch attack) it at a single target within 30 feet for 1d4 points of MP damage. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).

Master Tinker (Ex)

Like goblins, kobolds are excellent at taking things apart, thought not as much as putting them back together and gain a +2 racial bonus on Disable Device skill checks. Kobolds are also treated as proficient with any weapon they have personally “crafted”.

Reckless Work (Ex)

Kobolds receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Thick Hide (Ex)

Kobolds have thick hair all over them and gain a +1 natural armor bonus to their Armor Class.