Kobold, Ghost Hunter 2014
CR 11 humanoid
Small humanoid, lawful neutral
Its weapon attacks are magical. When the hunter hits with any weapon the weapon deals an extra 3d8 radiant (included in the attack).
Can see 60' into the Ethereal Plane when it is on the Material Plane and vice versa.
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.
Ranged Weapon Attack: +10 to hit 30/120' one target 9 (1d6+6) piercing damage + 13 (3d8) radiant.
While the ghost hunter remains motionless it is invisible to Undead.
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.
Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.
In sunlight disadvantage on attacks and Wis (Perception) checks that use sight.
Advantage on Wis (Perception) and Wis (Survival) checks to find and track Undead.
Bonus Actions
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.
Takes the Dodge or Hide action.
Reactions
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.
Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details