# Kobold, Ghost Hunter *Small* *Humanoid* *lawful neutral* - **Armor Class:** 18 (studded leather) - **Hit Points:** 176 (32d6+64) - **Speed:** walk 30 ft. - **Challenge Rating:** 11 (7,200 XP) - **Source:** Tome of Beasts 3, page 254 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 12 (+1) | 22 (+6) | 15 (+2) | 14 (+2) | 20 (+5) | 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.