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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Elite Kobold/

Elite Kobold

Elite Kobold

Small humanoid, lawful neutral
  • Armor Class 14 (leather armor)
  • Hit Points 26 (4d8+8)
  • Speed 30 ft.
  • STR
    10 (+0)
  • DEX
    17 (+3)
  • CON
    14 (+2)
  • INT
    12 (+1)
  • WIS
    14 (+2)
  • CHA
    10 (+0)
  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Draconic
  • Challenge 1 (200 XP)
  • Combat Tunneler. If two elite kobolds wielding any combination of picks and shovels combine their efforts, they gain a burrow speed of 15 feet through non-rocky soil.
  • Pack Tactics. The kobold has advantage on attack rolls against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated.
  • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

  • Mining Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  • Lantern Splash (Recharge 5-6). The elite kobold opens its miner's lantern and splashes burning oil in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
  • Small but Fierce. Two elite kobolds within 5 feet of each other can combine their actions to slam their mining picks into the ground and split the earth in a 20-foot line that is 5 feet wide, extending from one of the pair. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.

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