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5ead/monsters/md/tome_of_beasts_3/kobold-ghost-hunter.md
2025-06-07 07:58:30 -05:00

3.0 KiB

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.