King Merlokrep

King Merlokrep

Creature 8

Male kobold king

Perception +16; darkvision

Languages Common, Draconic

Skills Acrobatics +18, Arcana +16, Athletics +16, Craft +14 (+16 traps), Intimidation +20, Mining Lore +14, Stealth +18

Str +4, Dex +6, Con +4, Int +2, Wis +4, Cha +6

Items 

, gold horn bangles worth 12 gp, 2 gold lip rings (worth 5 gp each) oversized red and gold satin cloak with a crude painting of a gold dragon on the back (worth 10 gp)

AC 26; Fort +14, Ref +18, Will +16

HP 140

Rise from Death (aura, divine, necromancy) If King Merlokrep is slain, the Crown of the Kobold King glows brighter with an awful yellow radiance; this light slithers down inside the dead kobold’s flesh, emanating from within as his body begins to twitch and writhe. If the Crown is allowed to remain on his head for 3 rounds, King Merlokrep rises from death as an undead Kobold King—this restores him to full hit points and grants him the Undead trait (along with negative healing and susceptibility to positive energy). Once the undead king is defeated, he remains destroyed—the absorbed energy of the Third Seal allows him to Rise from Death only once. If the Crown is removed before 3 rounds pass, the light winks out, and the energy absorbed by the Third Seal dissipates harmlessly.

Speed 25 feet

Melee battle axe +19 (sweep), Damage 2d8+7 slashing

Arcane Spontaneous Spells DC 26 (DC 27 with emotion spells), attack +18; 4th 

 E E; 3rd  S; 2nd  S E; 1st  E S; Cantrips (4th) 

Signature spell; emotion spell

Imperious Retreat (manipulate, move) Requirements King Merlokrep is adjacent to at least one enemy; Effect King Merlokrep whips his fabulous satin cloak into the face of an adjacent creature and attempts an Intimidation check against that creature’s Will DC. On a success, the creature is humiliated and distracted by the act and is flat-footed until the end of King Merlokrep’s next turn. King Merlokrep then Strides up to his Speed and gains a +2 circumstance bonus to AC against reactions triggered by this movement. He must end this movement in a space that isn’t adjacent to any enemy.

Signature Spells King Merlokrep can cast any of his signature spells (indicated on his list of spontaneous spells above with an S) as heightened versions freely.

Sneak Attack King Merlokrep deals an additional 1d6 precision damage to flat-footed creatures.