b'Kobold Sapper \n'b'  Family:   Kobold  \n'b'  Small   humanoid  (kobold),  lawful neutral  \n'b'  Armor Class  15 (studded leather)  Hit Points  66 (12d6 + 24)  Speed  30 ft., burrow 10 ft.\n'b' STATS STR: 7 (\xe2\x80\x932) DEX:  16 (+3)  CON:  15 (+2)  INT:  16 (+3)  WIS:  12 (+1)  CHA:  8 (\xe2\x80\x931)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Investigation  +5,  Perception  +3,  Sleight of Hand  +5,  Stealth  +5  Senses   darkvision  60 ft., passive  Perception  13  Languages  Common, Draconic  Challenge  3 (700 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Crafty . The sapper has advantage on ability checks made to pick locks or to detect, disarm, or set traps. \n'b'  Evasion . If the sapper is subjected to an effect that allows a  Dexterity  saving throw to take only half damage, the sapper instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b'  Pack Tactics . The sapper has advantage on  attack  rolls against a target if at least one of the sapper\xe2\x80\x99s allies is within 5 feet of the target and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Siege Monster . The sapper deals double damage to objects and structures. \n'b'  Sunlight Sensitivity . While in sunlight, the sapper has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The sapper makes three Mining Pick attacks. It can replace one  attack  with a use of Throw Explosive. \n'b'  Mining Pick .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) piercing damage. \n'b'  Throw Explosive . The sapper throws a minor explosive at one creature it can see within 30 feet of it. The target must make a DC 13  Dexterity  saving throw. On a failure, a creature takes 9 (2d8) force damage and is forced  prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t forced  prone . \n'b'  Explosive Charge (Recharge 5\xe2\x80\x936) . The sapper throws a powerful explosive at a point it can see on the ground within 60 feet of it. Each creature within 15 feet of that point must make a DC 13  Dexterity  saving throw. On a failure, a creature takes 9 (2d8) fire damage and 9 (2d8) force damage and is pushed up to 10 feet away from the point and forced  prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or forced  prone . If a creature fails the saving throw by 5 or more, it is also  deafened  for 1 minute. Alternatively, the sapper can place the explosive in a space within 5 feet of it and delay the explosion until the end of the sapper\xe2\x80\x99s next turn or when a creature moves to a space within 5 feet of the explosive, whichever happens first. \n'b'\n'b' ABOUT \n'b' The kobold\xe2\x80\x99s scales are covered in soot. and a bit of smoke trickles up from its gear. It excitedly pores over maps and floorplans. \n'b' A sapper\xe2\x80\x99s job is to helps their allies move, fight, and survive. As combat engineers they take on a wide variety of roles, but what they cherish most is blowing up enemy defenses. \n'b'  Breaking Things . Sappers are adept at breaking things: tunneling into fortresses, destroying bridges, busting through fortifications, or similar acts of structural destruction. Whether able to plan for weeks or forced to improvise on the spot, they have a hundred solutions for every problem\xe2\x80\x94some of which will likely even minimize collateral damage. \n'b'  Black Powder . By far, black powder is the sapper\xe2\x80\x99s favored tool, and few problems can\xe2\x80\x99t be solved with it. Black powder isn\xe2\x80\x99t always available, but that doesn\xe2\x80\x99t stop sappers. With just a little time, sappers can formulate magical explosions without the need for black powder, using what\xe2\x80\x99s on hand and a guarded alchemical formulation or two.'