Kobold, Ghost Hunter

Small Humanoid, lawful neutral. CR 11, AC 18, 176 HP. Traits: Blessed Weapons, Ethereal Sight, Hidden Hunter, Pack Tactics, Sunlight Sensitivity, Undead Hunter, Hand Crossbow, Flame Jet, Holy Strike.

Armor class
18
Hit points
176
Challenge
11
Creature type
Humanoid
Size
Small
Alignment
lawful neutral

Stat block

Cha
14
Con
15
Dex
22
Int
14
Str
12
Wis
20
Speed
Walk: 30
Senses
darkvision 60', passive Perception 19
Skills
Perception: 5
Actions
  • Multiattack. Three Shortsword or Hand Crossbow attacks. It can replace one attack with Flame Jet attack.
  • Shortsword. Melee Weapon Attack: +10 to hit, 5 ft., one target, 9 (1d6+6) piercing damage + 13 (9d8) radiant.
Languages
Common, Draconic, + any two languages
Reactions
  • Flame Burst. When a hostile creature enters a space within 5 ft. of the ghost hunter the hunter can release a burst of fire from its clockwork hand. The creature must make DC 17 Dex save or take 7 (2d6) fire and have disadvantage on the next attack roll it makes vs. the ghost hunter before the end of the ghost hunter's next turn.
Special abilities
  • Blessed Weapons. Its weapon attacks are magical. When the hunter hits with any weapon the weapon deals an extra 3d8 radiant (included in the attack).
  • Ethereal Sight. Can see 60' into the Ethereal Plane when it is on the Material Plane and vice versa.
  • Hidden Hunter. While the ghost hunter remains motionless it is invisible to Undead.
  • Pack Tactics. Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.
  • Sunlight Sensitivity. In sunlight disadvantage on attacks and Wis (Perception) checks that use sight.
  • Undead Hunter. Advantage on Wis (Perception) and Wis (Survival) checks to find and track Undead.
  • Hand Crossbow. Ranged Weapon Attack: +10 to hit 30/120' one target 9 (1d6+6) piercing damage + 13 (3d8) radiant.
  • Flame Jet. Melee or Ranged Spell Attack: +8 to hit 5 ft. or range 60' one target 18 (4d6+4) fire. If the target is a creature or a flammable object that isn't being worn or carried it ignites. Until a creature takes an action to douse the fire the target takes 5 (1d10) fire at the start of each of its turns.
  • Holy Strike (Recharge 5-6). The ghost hunter flips up its eyepatch to reveal a holy relic embedded within the empty socket. Each creature within 30' of the ghost hunter must make a DC 17 Dex save taking 36 (8d8) radiant on a failed save or half damage if made. If an Undead fails the save it is also stunned until the end of its next turn.
Damage resistances
necrotic
Condition immunities
charmed, frightened, paralyzed

Source and licence

From Tome of Beasts 3 (open content).

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.