# Elite Kobold *Small* *Humanoid* *lawful neutral* - **Armor Class:** 14 (leather armor) - **Hit Points:** 26 (4d8+8) - **Speed:** walk 30 ft. - **Challenge Rating:** 1 (200 XP) - **Source:** Creature Codex, page 239 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 10 (+0) | 17 (+3) | 14 (+2) | 12 (+1) | 14 (+2) | 10 (+0) | - **Skills:** perception +4, stealth +5 - **Senses:** darkvision 60 ft., passive Perception 14 - **Languages:** Common, Draconic ### Special Abilities - **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.