b'Kobold, Elite \n'b'  Family:   Kobold  \n'b' Swift and lightly armored, the elite are archers, miners, and trap-makers-educated and quicker than most of their fellow tribesmen. \n'b'  Small   humanoid  (kobold),  lawful neutral  \n'b'  Armor Class  14 (leather armor)  Hit Points  26 (4d8 + 8)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  17 (+3)  CON:  14 (+2)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +4,  Stealth  +5  Senses   darkvision  60 ft., passive  Perception  14  Languages  Common, Draconic  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   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. \n'b'  Pack Tactics . The kobold has advantage on  attack  rolls against a target if at least one of the  kobold\xe2\x80\x99s  allies is within 5 feet of the target and the ally isn\xe2\x80\x99t incapacitated. \n'b'  Sunlight Sensitivity . While in sunlight, the kobold has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Actions \n'b'   Mining Pick .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) piercing damage. \n'b'  Sling .  Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target.  Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'  Lantern Splash (Recharge 5-6) . The elite kobold opens its miner\xe2\x80\x99s 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. \n'b'  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\xe2\x80\x99t knocked  prone . \n'b'  About \n'b'  Educated Mine Bosses . Elite kobolds are generally the claws of the king, literate, able to work out sums, keen-eyed with a sling stone, and (most of all) loyal to their tribe more than to their clutchmates. King kobolds take advantage of their loyalty and put them in charge of planning raids as sergeants and junior chieftains or keeping other kobolds working in the mines. \n'b'  Quick Troops . In war, elite kobolds fill the roles of slingers, engineers, and massed light infantry. They fight with great devotion, though often with little effect except through weight of numbers or the occasional notable success at undermining enemy walls.'