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).