Kobold, Sapper

Small Humanoid, lawful neutral

Armor Class 15 (studded leather)

Hit Points 66 (12d6+24)

Speed walk +30, burrow +10

Challenge 3

STR
7
-2
DEX
16
+3
CON
15
+2
INT
16
+3
WIS
12
+1
CHA
8
-1

Skills perception +1

Senses darkvision 60', passive Perception 13

Languages Common, Draconic

Special Abilities

Crafty. The sapper has advantage on ability checks made to pick locks or to detect disarm or set traps.

Evasion. If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails.

Pack Tactics. Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.

Siege Monster. Double damage to objects/structures.

Sunlight Sensitivity. In sunlight disadvantage on attacks and Wis (Perception) checks that use sight.

Actions

Multiattack. 3 Mining Picks. Can replace 1 with Throw Explosive.

Mining Pick. Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) piercing damage.

Throw Explosive. Throws a minor explosive at one creature it can see within 30' of it. Target: 9 (2d8) force and is knocked prone (DC 13 Dex half damage and isn't knocked prone).

Explosive Charge (Recharge 5-6). Throws a powerful explosive at a point it can see on the ground within 60' of it. Each creature within 15 ft. of that point: 9 (2d8) fire and 9 (2d8) force and is pushed up to 10 ft. away from the point and knocked prone (DC 13 Dex half damage and isn't pushed or knocked prone). If creature fails save by 5+ it is also deafened for 1 min. Alternatively sapper can place the explosive in a space within 5 ft. of it and delay the explosion until end of sapper's next turn or when a creature moves to a space within 5 ft. of the explosive whichever happens first.

Source: Tome of Beasts 3 · OGL/Open