Kobold Hurler
Small natural humanoid (reptile)
Level 2 Artillery XP 125
Initiative +4 Senses Perception +1; Darkvision
HP 30; Bloodied 15
AC 14; Fortitude 13, Reflex 15, Will 13
Speed 6
(⚔) Dagger (standard, at-will) ✦ Weapon
+5 vs AC; 1d4+3 damage.
(➶) Hurl Pot (standard, at-will) ✦ Weapon
Ranged 5/10; +6 vs Reflex; 1d6+3 damage plus special shot.
Special Shot
The kobold hurler can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type:
Stinkpot: The target takes a -2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
Gluepot: The target is immobilized (save ends).
The hurler throws only rocks (for damage as above but with no special effect) when he runs out of pots to throw.
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 Common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 9 (0) Dex 17 (+4) Wis 12 (+2)
Con 12 (+2) Int 9 (0) Cha 10 (+1)
Equipment: 2 rounds of special shot, dagger , leather armor .
Published in Dungeon Magazine 155, page(s) 95.