Kobold, Planes Hunter

Small Humanoid, neutral. CR 10, AC 16, 181 HP. Traits: Pack Tactics, Planar Attunement, Planar Weapons, Planes Hunter, Snaring Blade, Sunlight Sensitivity.

Armor class
16
Hit points
181
Challenge
10
Creature type
Humanoid
Size
Small
Alignment
neutral

Stat block

Cha
18
Con
15
Dex
17
Int
14
Str
18
Wis
14
Speed
Walk: 30
Senses
darkvision 60', passive Perception 16
Skills
Perception: 2
Actions
  • Multiattack. Three Longsword attacks.
  • Longsword. Melee Weapon Attack: +8 to hit, 5 ft., one target, 8 (1d8+4) slashing damage or 9 (1d10+4) slashing damage if used with two hands + 13 (3d8) acid cold fire lightning necrotic radiant or thunder (see Planar Attunement).
  • Warping Whirlwind (Recharge 5-6). Bends reality around it slicing nearby creatures with sword strikes from across the planes. Each creature within 10 ft. of the planes hunter must make a DC 16 Dex save taking 18 (4d8) slashing damage and 18 (4d8) acid cold fire lightning necrotic radiant or thunder (see Planar Attunement) on a failed save or half damage if made.
  • Planar Traveler (1/Day). Can transport itself to a different plane of existence. This works like the plane shift spell except hunter can only affect itself and can't use this action to banish an unwilling creature to another plane.
Languages
Common, Draconic, + any two languages
Reactions
  • Parry. + 4 to its AC vs. one melee attack that would hit it if it can see attacker and wielding melee weapon.
Special abilities
  • Pack Tactics. Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.
  • Planar Attunement. At the start of each of its turns it chooses one of the following damage types: acid cold fire lightning necrotic radiant or thunder. It has resistance to the chosen damage type until start of its next turn.
  • Planar Weapons. Its weapon attacks are magical. When it hits with any weapon weapon deals extra 3d8 damage of the type chosen with Planar Attunement (included below).
  • Planes Hunter. Has advantage on Wis (Perception) and Wis (Survival) checks to find and track Celestials Fiends and Elementals.
  • Snaring Blade. If it scores a critical hit vs. a creature target can't use any method of extradimensional movement including teleportation or travel to a different plane of existence for 1 min. The creature can make a DC 16 Cha save at the end of each of its turns ending effect on itself on a success.
  • Sunlight Sensitivity. In sunlight disadvantage on attacks and Wis (Perception) checks that use sight.
Condition immunities
charmed, restrained

Source and licence

From Tome of Beasts 3 (open content).

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.