Small reptilian humanoids, kobolds have short snouts and long tails. Known as craven creatures, they are sensitive to light. They typically reside in underground caverns or in the sewers of great cities, coming to the surface only in the dark of night to steal livestock or precious minerals.
Kobolds dwell in various regions of Golarion, most commonly in Andoran but also in other nations from Cheliax to Absalom. Their underground tunnels and cave systems are known to contain many traps designed to discourage intruders or capture small prey.
Type: Evil Humanoid (Kobold)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d4, Shooting d6, Stealth d8
Pace: 6; Parry: 5; Toughness: 6 (2)
Edges: Alertness
Gear: Small spear (Str+d4), sling (Range 4/8/16, Damage Str+d4), leather tunic (+2).
Special Abilities:
Ancestry: Darkvision, Size -1.
Weakness (Light): Kobolds subtract 1 from Trait rolls requiring sight in bright light.
Languages: Draconic.
Type: Evil Humanoid (Kobold)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d4, Shooting d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 7 (2)
Edges: Alertness, Formation Fighter
Gear: Small spear (Str+d4), sling (Range 4/8/16, Damage Str+d4), leather tunic (+2).
Special Abilities:
Ancestry: Darkvision, Size -1.
Resilient: A kobold raider can take one Wound before being Incapacitated.
Weakness (Light): Kobolds subtract 1 from Trait rolls requiring sight in bright light.
Languages: Draconic.
Type: Evil Humanoid (Kobold)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d4, Shooting d6, Spellcasting d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 6 (2)
Edges: Alertness, Arcane Background (Magic), Block
Powers: Bolt, deflection, lower Trait, Power Points: 10
Gear: Small spear (Str+d4), sling (Range 4/8/16, Damage Str+d4), leather tunic (+2).
Special Abilities:
Ancestry: Darkvision, Size -1.
Weakness (Light): Kobolds subtract 1 from Trait rolls requiring sight in bright light.
Languages: Draconic.
Wickedly-barbed chains adorn this lean biped, and gaps in the bindings reveal deathly pale flesh etched with jagged scars.
Called chain devils by the uninitiated, the sadomasochistic kytons are not true devils. Although some are known to live in Hell, kytons exist outside of the hierarchies established by Asmodeus and his archdevils and can often be found on other planes, particularly on the Plane of Shadow.
Type: Evil Outsider (Kyton)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Fighting d8 (+1 chain), Intimidate d8, Notice d8, Stealth d6
Pace: 6; Parry: 6 or 7 (chain); Toughness: 10 (5)
Edges: Trademark Weapon (Spiked Chain)
Gear: Spiked chain (Str+d6, AP 1, Ignore Shields), spiked chain armor (+3).
Special Abilities:
Armor +2: Extraplanar resistance.
Dancing Chains: Damage 2d6, AP 2, Reach 4, roll four Fighting dice as a limited action.
Darkvision: Kytons ignore penalties for Illumination up to 10”.
Environmental Weakness: Silver.
Fear: A Kyton's unnerving gaze causes Fear in mortals.
Immunity: Cold.
Languages: Common, Infernal.
Type: Evil Outsider (Kyton)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d10 (+1 chain), Intimidate d8, Notice d8, Stealth d6
Pace: 6; Parry: 8 or 9 (chain); Toughness: 11 (5)
Edges: Block, Trademark Weapon (Spiked Chain)
Gear: Spiked chain (Str+d6, AP 1, Ignore Shields), spiked chain armor (+3).
Special Abilities:
Armor +2: Extraplanar resistance.
Dancing Chains: Damage 2d6, AP 2, Reach 4, roll four Fighting dice as a limited action.
Darkvision: Kytons ignore penalties for Illumination up to 10”.
Environmental Weakness: Silver.
Fear: A Kyton's unnerving gaze causes Fear in mortals.
Immunity: Cold.
Languages: Common, Infernal.
Type: Evil Outsider (Kyton)
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Fighting d8 (+2 chain), Intimidate d8, Notice d8, Stealth d6
Pace: 6; Parry: 8 or 10 (chain); Toughness: 10 (5)
Edges: Improved Trademark Weapon (Spiked Chain), Level Headed
Gear: Spiked chain (Str+d6, AP 1, Ignore Shields), spiked chain armor (+3).
Special Abilities:
Armor +2: Extraplanar resistance.
Dancing Chains: Damage 2d6, AP 2, Reach 4, roll four Fighting dice as a limited action.
Darkvision: Kytons ignore penalties for Illumination up to 10”.
Environmental Weakness: Silver.
Fear: A Kyton's unnerving gaze causes Fear in mortals.
Immunity: Cold.
Languages: Common, Infernal.