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Kobold Druid 5

Kobold Druid 5 CR 5

XP 1,600
Male kobold druid 5
NE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +13


AC 24, touch 19, flat-footed 19 (+4 armor, +3 barkskin, +5 Dex, +1 natural, +1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +7, +4 vs. spell-like and supernatural abilities of fey
Defensive Abilities resist nature's lure
Weaknesses light sensitivity


Speed 40 ft.
Melee mwk quarterstaff +4 (1d8)
Spells Prepared (CL 5th)

3rdcall lightning (DC 16), poison (DC 16)
2ndbarkskin, bear's endurance, cat's grace
1stentangle (DC 14), longstrider, obscuring mist, shillelagh
0thdetect magic, detect poison, flare, guidance


Str 9, Dex 20, Con 17, Int 10, Wis 16, Cha 12
Base Atk +3; CMB +1; CMD 16
Feats Natural Spell, Vermin Companion, Vermin Heart
Skills Craft (trapmaking) +2, Handle Animal +9, Knowledge (Nature) +8, Perception +13, Profession (miner) +5, Stealth +14, Survival +13; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Draconic, Druidic
SQ nature bond (animal companion, giant scorpion named Pinch Pinch), trackless step, wild empathy +6, wild shape (1/day, as beast shape I), woodland stride
Combat Gear scroll of tree shape, wand of summon swarm (12 charges); Other Gear +2 leather armor, masterwork quarterstaff with vermin cages hanging off it, hemp belt and ratty robes with tons of pockets for his venomous “friends.”

Base Statistics

Without barkskin, bear’s endurance, cat’s grace, longstrider, and shillelagh cast, make the following adjustments:

Init +3; AC 19, touch 14, flat-footed 16; hp 31 (5d8+5)
Fort +5, Ref +4; Melee masterwork quarterstaff +3 (1d4–1)
Dex 16, Con 13

"Pinch Pinch"
CR -
XP -
Giant scorpion animal companion 5
N Large vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
AC 18, touch 9, flat-footed 18 (+7 armor, +2 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +1, Will +1
Defensive Ability evasion; Immune mind-affecting effects
Speed 50 ft.
Melee 2 claws +7 (1d6+5 plus grab), sting +7 (1d6+5 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5)
Str 20, Dex 10, Con 16, Int —, Wis 10, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)
Skills Climb +9, Perception +4, Stealth +0;
Racial Modifiers
+4 Climb, +4 Perception, +4 Stealth
SQ link, share spells

Poison (Ex)

Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 Racial bonus.

Editor's Notes
Vermin Companion
Your understanding of vermin has grown to the point where you can bond with one as a companion.
Prerequisites: Vermin Heart, animal companion class feature, wild empathy class feature.
Benefit: Add the following vermin to your list of possible animal companions at the indicated druid levels. 1st—Giant ant (worker), Giant fire beetle, Medium monstrous centipede, Medium monstrous scorpion, Medium monstrous spider; 4th—Giant ant (soldier), Giant bee, Giant bombardier beetle, Large monstrous centipede, Large monstrous scorpion, Large monstrous spider; 7th—Giant praying mantis, Giant stag beetle, Giant wasp, Huge monstrous centipede; 10th—Gargantuan monstrous centipede, Huge monstrous spider; 13th—Huge monstrous scorpion; 16th—Gargantuan monstrous spider.
Vermin companions can only learn bonus tricks.

Vermin Heart
You have a special bond with things that creep and crawl.
Prerequisites: Wild empathy class feature.
Benefit: You may target Vermin with spells and special abilities that normally only affect animals (although they are still affected by spells targeting Vermin as well). You may use wild empathy to influence Vermin as easily as you influence animals.