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.