Mark Chance
Boingy! Boingy!
Kiran Drea
Kiran Drea rules as a queen among her kind. She has forged her tribe into a disciplined unit that dominates her section of the subterranean world through a combination of deadly traps, canny defenses, and clever alliances with nearby monsters. Among these monsters are two very young white dragons who act as Kiran's lieutenants.
Kiran's duties as queen keep her in her domain most of the time. When it is necessary for her to venture forth representing or defending her tribe, Kiran usually travels in the company of her lieutenants and two or three gangs of kobold warriors. In battle, assuming Kiran has not had time to prepare, she uses vanish to gain cover in order to cast summon monster III, protection from good, and shield while her lieutenants and warriors attack. She then uses a combination of flame arrow and arcane strike with her crossbow and her area of effect spells admixed to cause cold damage, preferring to use the latter against targets engaged by the dragons.
[sblock=Kiran Drea]
CR 8; XP 4,800
Dragonbreath white kobold admixer 6
LE Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +1 natural, +1 size)
hp 29 (6d6+6)
Fort +4, Ref +5, Will +7
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee quarterstaff +3 (1d4-1), or
Ranged masterwork light crossbow +7 (1d6/19-20, 80 ft. range increment), or
Ranged masterwork light crossbow +10 (1d6+4 plus 2d6/19-20, 80 ft. range increment) (+2 dwarf bane crossbow bolt)
Special Attacks versatile evocation 6/day
Wizard Spells Prepared (CL 6th; concentration +9):
3rd (3+1)- fire breath (Ref DC 18*) (Heightened), flame arrow, summon monster III
2nd (4+1)- blur, dust of twilight (Fort DC 15), flare burst (Fort DC 17) (Heightened), scorching ray, see invisibility
1st (4+1)- burning hands (Ref DC 16*) (x2), protection from good, vanish, shield
0 (4)- detect magic, mage hand, ray of frost, resistance
* Kiran typically casts this as a cold spell using versatile evocation. If she doesn't, apply a -1 to the save DC.
STATISTICS
Str 8, Dex 15, Con 12, Int 17, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 13
Feats Arcane Strike, Heighten Spell (B), Rapid Reload, Scribe Scroll (B), Spell Focus (evocation)
Skills Craft (trapmaking) +14, Knowledge (arcana) +9, Knowledge (dungeoneering) +12, Linguistics +9, Profession (miner) +12, Spellcraft +12, Stealth +15; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal, Undercommon
SQ arcane bond, crafty, prohibited arcane schools (enchantment, necromancy)
SPECIAL ABILITIES
Arcane Strike (Su): As a swift action, Kiran can imbue your weapons with a fraction of her power. For 1 round, her weapons deal +2 damage and are treated as magic for the purpose of overcoming damage reduction.
Breath Weapon (Su): Kiran can breathe a 10-foot cone once per round as a move action, forcing a DC 14 Reflex save for half damage. Those who fail the saving throw take 1d8 points of cold damage. After using their breath weapons, Kiran must wait 1d4 rounds before using them again.
Cold Magic (Ex): Kiran gains a +1 bonus to the DC of any spell they cast with the cold subtype.
Crafty (Ex): Craft (trapmaking) and Stealth are always class skills for a kobold.
Light Sensitivity (Ex): Kobolds are dazzled as long as they remain in an area of bright light.
Versatile Evocation (Su): When Kiran casst an evocation spell that does acid, cold, electricity, or fire damage, she may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to DM discretion. Kiran can use this ability a number of times per day equal to 3 + her Intelligence modifier.
GEAR
+2 dwarf bane crossbow bolts (x15), arcane scroll (dispel magic [x2], protection from energy [x2], CL 5th), bracers of armor +2, cloak of resistance +1, horn of goodness/evil, potion of barskin +3, potion of cure serious wounds, wand of grease, masterwork light crossbow, plus 2600 worth of other items and treasure
N.B. Kiran has gear equivalent to a 7th-level player character. Her CR is +1 higher than expected as a result.[/sblock]
Kiran Drea rules as a queen among her kind. She has forged her tribe into a disciplined unit that dominates her section of the subterranean world through a combination of deadly traps, canny defenses, and clever alliances with nearby monsters. Among these monsters are two very young white dragons who act as Kiran's lieutenants.
Kiran's duties as queen keep her in her domain most of the time. When it is necessary for her to venture forth representing or defending her tribe, Kiran usually travels in the company of her lieutenants and two or three gangs of kobold warriors. In battle, assuming Kiran has not had time to prepare, she uses vanish to gain cover in order to cast summon monster III, protection from good, and shield while her lieutenants and warriors attack. She then uses a combination of flame arrow and arcane strike with her crossbow and her area of effect spells admixed to cause cold damage, preferring to use the latter against targets engaged by the dragons.
[sblock=Kiran Drea]
CR 8; XP 4,800
Dragonbreath white kobold admixer 6
LE Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +1 natural, +1 size)
hp 29 (6d6+6)
Fort +4, Ref +5, Will +7
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee quarterstaff +3 (1d4-1), or
Ranged masterwork light crossbow +7 (1d6/19-20, 80 ft. range increment), or
Ranged masterwork light crossbow +10 (1d6+4 plus 2d6/19-20, 80 ft. range increment) (+2 dwarf bane crossbow bolt)
Special Attacks versatile evocation 6/day
Wizard Spells Prepared (CL 6th; concentration +9):
3rd (3+1)- fire breath (Ref DC 18*) (Heightened), flame arrow, summon monster III
2nd (4+1)- blur, dust of twilight (Fort DC 15), flare burst (Fort DC 17) (Heightened), scorching ray, see invisibility
1st (4+1)- burning hands (Ref DC 16*) (x2), protection from good, vanish, shield
0 (4)- detect magic, mage hand, ray of frost, resistance
* Kiran typically casts this as a cold spell using versatile evocation. If she doesn't, apply a -1 to the save DC.
STATISTICS
Str 8, Dex 15, Con 12, Int 17, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 13
Feats Arcane Strike, Heighten Spell (B), Rapid Reload, Scribe Scroll (B), Spell Focus (evocation)
Skills Craft (trapmaking) +14, Knowledge (arcana) +9, Knowledge (dungeoneering) +12, Linguistics +9, Profession (miner) +12, Spellcraft +12, Stealth +15; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal, Undercommon
SQ arcane bond, crafty, prohibited arcane schools (enchantment, necromancy)
SPECIAL ABILITIES
Arcane Strike (Su): As a swift action, Kiran can imbue your weapons with a fraction of her power. For 1 round, her weapons deal +2 damage and are treated as magic for the purpose of overcoming damage reduction.
Breath Weapon (Su): Kiran can breathe a 10-foot cone once per round as a move action, forcing a DC 14 Reflex save for half damage. Those who fail the saving throw take 1d8 points of cold damage. After using their breath weapons, Kiran must wait 1d4 rounds before using them again.
Cold Magic (Ex): Kiran gains a +1 bonus to the DC of any spell they cast with the cold subtype.
Crafty (Ex): Craft (trapmaking) and Stealth are always class skills for a kobold.
Light Sensitivity (Ex): Kobolds are dazzled as long as they remain in an area of bright light.
Versatile Evocation (Su): When Kiran casst an evocation spell that does acid, cold, electricity, or fire damage, she may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to DM discretion. Kiran can use this ability a number of times per day equal to 3 + her Intelligence modifier.
GEAR
+2 dwarf bane crossbow bolts (x15), arcane scroll (dispel magic [x2], protection from energy [x2], CL 5th), bracers of armor +2, cloak of resistance +1, horn of goodness/evil, potion of barskin +3, potion of cure serious wounds, wand of grease, masterwork light crossbow, plus 2600 worth of other items and treasure
N.B. Kiran has gear equivalent to a 7th-level player character. Her CR is +1 higher than expected as a result.[/sblock]