Kobold, Ghost Hunter

Small Humanoid, lawful neutral

Armor Class 18 (studded leather)

Hit Points 176 (32d6+64)

Speed walk +30

Challenge 11

STR
12
+1
DEX
22
+6
CON
15
+2
INT
14
+2
WIS
20
+5
CHA
14
+2

Skills perception +5

Damage Resistances necrotic

Condition Immunities charmed, frightened, paralyzed

Senses darkvision 60', passive Perception 19

Languages Common, Draconic, + any two languages

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.

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.

Bonus Actions

Grappling Hook (Recharge 4-6). The ghost hunter launches its grappling hook at a Large or larger object or structure or at a Huge or larger creature it can see within 60' of it and is pulled to an unoccupied space within 5 ft. of the target with o provoking opportunity attacks.

Elusive Hunter. Takes the Dodge or Hide action.

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.

Source: Tome of Beasts 3 · OGL/Open