Medium humanoid (goblinoid), lawful evil
Armor Class 14 (scale mail)
Hit Points 16 (3d8 + 3)
Speed 30 ft., swim 20 ft.
Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 12 (+1) | 11 (+0) | 10 (+1) | 11 (+0) |
Saving Throws Dex +2
Skills Athletics +3, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Challenge 1/2 (100 XP)
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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Koalinths are a race of aquatic hobgoblins that inhabit the Inner Sea and other underwater regions. They have gills, webbed hands and feet, and brightly colored skin that ranges from green to blue to purple. They are similar to their land-dwelling cousins in appearance, but are more slender and agile. They have darkvision and can breathe both air and water. They speak a dialect of Goblin unique to their race.
COMBAT
Koalinths are fierce and martial warriors, who use their superior numbers and tactics to overwhelm their enemies. They are skilled in using tridents, nets, spears, pole arms, and other weapons suited for underwater combat. They also have a special ability called martial advantage, which allows them to deal extra damage to a creature that is surrounded by their allies. Koalinths are led by sergeants, who are faster and more adept at capturing and killing important foes. They also have shamans and witch doctors, who provide magical support and guidance.
HABITAT / SOCIETY
Koalinths live in underwater sea caverns, grottoes, and shallow freshwater caves. They have a highly structured and militaristic society, ruled by chiefs and subchiefs. They are organized into tribes, each with its own standard that boosts the morale and ferocity of the koalinths who see it. Koalinths are predatory and aggressive, preying on any beings they encounter. They especially hate aquatic elves, whom they consider their sworn enemies . Some koalinths serve as minions of powerful aquatic creatures, such as the marid Kalbari al-Durrat al-Amwaj ibn Jari in her Citadel of Ten Thousand Pearls.
ECOLOGY
Koalinths are omnivorous, feeding on fish, seaweed, and whatever else they can scavenge or plunder. They have a fast metabolism and require a lot of food to sustain themselves. They also have a short lifespan, rarely living past 30 years. Koalinths reproduce by laying eggs in clutches of dozens or hundreds, which are guarded by the tribe until they hatch. Koalinths have few natural predators, but are often in conflict with other aquatic races, such as sahuagin, merfolk, locathah, and kuo-toa.