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<blockquote data-quote="FitzTheRuke" data-source="post: 4137144" data-attributes="member: 59816"><p>Here's a silly one...</p><p></p><p>Kobold Shackler, Level 2 Lurker </p><p>Small Natural Humanoid XP 125 </p><p>Initiative +4 Senses Perception+2, darkvision </p><p>HP 30; Bloodied 15 </p><p>AC 16; Fortitude 14, Reflex 13, Will 13; see also trap sense </p><p>Speed 4 See Clamp Shackles</p><p>m Staff (Standard; At-Will) • Weapon </p><p>+6 vs. AC; 1D6+3 damage </p><p>Clamp Shackles (Standard; Recharge Special) * Weapon</p><p>Reach 2, +7 vs Fort, 1D10+1 damage AND target is slowed until shackles removed (see shackles)</p><p>If the attack hits, the Shackles drop off the staff and the Kobold Shackler is left with only the Staff attack, and his speed becomes 6. Miss: Recharge as a standard action</p><p>Shackles</p><p>Reist All 5, HP 20 to break; DC 20 Thievery or 25 Strength to open</p><p>Duck & Cover</p><p>The Kobold Shackler will flee if he is attacked by range before entering melee. He gains a +2 bonus to AC against range attacks while fleeing in this way.</p><p>Shifty (minor, at-will) </p><p>The kobold shifts 1 square as a minor action. </p><p>Trap Sense </p><p>The kobold gains a +2 bonus to all defenses against traps. </p><p>Alignment Evil Languages Draconic </p><p>Skills Athletics +6, Stealth +10, Thievery +10 </p><p>Str 11 (+1) Dex 15 (+3) Wis 10 (+0) </p><p>Con 12 (+1) Int 6 (-2) Cha 15 (+2) </p><p>Equipment leather armor, staff, shackles, ball & chain</p><p></p><p>The Kobold Shackler carries an odd contraption of a staff with an iron clamp-trap attached to a ball and chain at the end.</p><p>The shackler likes to lie in wait for his opponents and clamp them down with his shackles. If he misses with his shackle attack he will shift away and open the jaws of his shackles to try again. If he succeeds in shackling an opponent he will usually leave them to other kobolds to attack, and will often only defend himself with the remaining staff. He has a great fear of ranged attacks, and trains hard to avoid them. </p><p></p><p></p><p>Fitz</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 4137144, member: 59816"] Here's a silly one... Kobold Shackler, Level 2 Lurker Small Natural Humanoid XP 125 Initiative +4 Senses Perception+2, darkvision HP 30; Bloodied 15 AC 16; Fortitude 14, Reflex 13, Will 13; see also trap sense Speed 4 See Clamp Shackles m Staff (Standard; At-Will) • Weapon +6 vs. AC; 1D6+3 damage Clamp Shackles (Standard; Recharge Special) * Weapon Reach 2, +7 vs Fort, 1D10+1 damage AND target is slowed until shackles removed (see shackles) If the attack hits, the Shackles drop off the staff and the Kobold Shackler is left with only the Staff attack, and his speed becomes 6. Miss: Recharge as a standard action Shackles Reist All 5, HP 20 to break; DC 20 Thievery or 25 Strength to open Duck & Cover The Kobold Shackler will flee if he is attacked by range before entering melee. He gains a +2 bonus to AC against range attacks while fleeing in this way. Shifty (minor, at-will) The kobold shifts 1 square as a minor action. Trap Sense The kobold gains a +2 bonus to all defenses against traps. Alignment Evil Languages Draconic Skills Athletics +6, Stealth +10, Thievery +10 Str 11 (+1) Dex 15 (+3) Wis 10 (+0) Con 12 (+1) Int 6 (-2) Cha 15 (+2) Equipment leather armor, staff, shackles, ball & chain The Kobold Shackler carries an odd contraption of a staff with an iron clamp-trap attached to a ball and chain at the end. The shackler likes to lie in wait for his opponents and clamp them down with his shackles. If he misses with his shackle attack he will shift away and open the jaws of his shackles to try again. If he succeeds in shackling an opponent he will usually leave them to other kobolds to attack, and will often only defend himself with the remaining staff. He has a great fear of ranged attacks, and trains hard to avoid them. Fitz [/QUOTE]
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