Koalinth
Ghosts of Saltmarsh p. 239
- Size
- Medium
- Type
- humanoid (goblinoid)
- Alignment
- lawful evil
- AC
- 14 (scale mail)
- Hit Points
- 16 (3d8+3)
- Speed
- walk 30 ft., swim 20 ft.
- Saving Throws
- Dex +2
- Skills
- Athletics +3, Perception +2
- Senses
- darkvision 60 ft.
- Passive Perception
- 12
- Languages
- Common, Goblin
- Challenge
- 1/2
- Lineage
- Koalinth
STR
13
+1
DEX
11
+0
CON
12
+1
INT
11
+0
WIS
10
+0
CHA
11
+0
Traits
Amphibious
The koalinth can breathe air and water.
Martial Advantage
Once per turn, the koalinth can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the koalinth that isn't incapacitated.
Actions
Trident
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Other data
description
The koalinth, found in Danger at Dunwater, are martial and aggressive aquatic hobgoblins, with brightly colored faces and functional gills. They are known for their ferocity, and for their hatred of elves.