Kobold Trapmaster (BB)Creature 2
Source Pathfinder Beginner Box
Perception +6 (darkvision)
Languages none
Skills Acrobatics +7, Crafting +8, Stealth +7
Str +2, Dex +4, Con +1, Int +4, Wis +3, Cha +1
AC 19; Fort +7; Reflex +10; Will +5;
HP 28
Speed 25 feet
Shortsword
+8 (+4, +0) to hit (agile, finesse, versatile s) 1d6+2 PiercingSpear
+10 (+5, +0) to hit (thrown 20) 1d6+2 PiercingQuick Trap

The kobold trapmaster deploys one of their spike traps in an adjacent square.
Once this trap is deployed in a square, it deals 2d8 piercing damage to anyone who steps on that square and they must attempt a DC 17 reflex saving throw. A hero takes no damage on a critical success, half damage on a success, full damage on a failure, and double damage on a critical failure. These traps can be disabled with a successful DC 15 thievery check.
Scamper
If the kobold is adjacent to at least one enemy, the kobold Strides up to 30 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. The kobold must end this movement in a space that's not adjacent to any enemy.
Sneak AttackThe kobold trapmaster deals an extra 1d6 damage to creatures that have the Off-Guard condition.
Kobold trapmasters are the masterminds behind crafting and implementing wily traps in kobold lairs, and are widely respected among their kind.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
KoboldA creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision.