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<title>Elite Kobold</title>
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<h1>Elite Kobold</h1>
<p><em>Small</em> <em>Humanoid</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (leather armor)</li>
<li><strong>Hit Points:</strong> 26 (4d8+8)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 239</li>
</ul>
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<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<td>10 (+0)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>10 (+0)</td>
</tr>
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<ul>
<li><strong>Skills:</strong> perception +4, stealth +5</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Common, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Combat Tunneler:</strong> 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.</li>
<li><strong>Pack Tactics:</strong> 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.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Mining Pick:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</li>
<li><strong>Sling:</strong> Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.</li>
<li><strong>Lantern Splash (Recharge 5-6):</strong> 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.</li>
<li><strong>Small but Fierce:</strong> 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.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/elite-kobold.md">Markdown Format</a></p>
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