monsters humanoid cr-0-1 Creature Codex

Elite Kobold

Small Humanoid, CR 1. From Creature Codex.

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Elite Kobold

Small Humanoid (kobold), lawful neutral

Armor Class 14 (leather armor)

Hit Points 26 (4d8+8)

Speed 30 ft.

STR
10 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)

Saving Throws

Skills Perception +4, Stealth +5

Damage Immunities

Condition Immunities

Senses darkvision 60 ft., passive Perception 14

Languages Common, Draconic

Challenge 1 (200 XP)

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.

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