Page 240 - ghosts-of-saltmarsh
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K OllLI NT H
J UVENILE K RAKEN
l lidden in a deep, dark underwater pit near the Styes,
this creature bears the mark of the dark god Thariz-
dun's madness. B ecoming more independent every day.
it dreams of freeing itself from its aboleth tenders and
wreaking its own foul will upon the seas.
KO A LI NTH
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 fe-
rocity, and for their hatred of elves.
KOALINTH SERGEANT
These fierce koalinths lead special missions for their
people. such as the diplomatic envoy encountered in
Danger at Dunwater. A koalinth sergeant focuses its ire
on the most significant threats on the battlefield. then
eliminates those threats one by one.
KOALINTH SERGEANT A CTION S
Medium humanoid (goblinoid), lawful evil Multiattack. The sergeant makes two melee attacks with
its trident.
Armor Class 14 (scale mail)
Hit Points 33 (6d8 + 6) Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
Speed 30 ft., swim 30 ft. or range 20/60 ft., one target. Hit: 5 (1 d6 + 2) piercing damage,
or 6 (ld8 + 2) piercing damage 1( used with two hands to make
STR DEX CON INT WIS CHA a melee attack.
14 (+2) 11 (+O) 12 (+1) 11 (+O ) 10 (+O) 12 (+ 1) Hooked Net. Ranged Weapon Attack: +4 to hit, range 10/ 30 ft.,
one target. Hit: 4 (ld4 + 2) piercing damage. and the target
Saving Throws Dex +2, Wis +2 is restrained. A creature can use its action to make a DC 12
Skills Athletics +4, Perception +2 Strength check to free itself or another creature in a hooked
Senses darkvision 60 ft., passive Perception 12 net, ending the effect on a success. Dealing 5 slashing damage
Languages Common, Goblin to the net (AC 12) frees the target without harming it and de-
Challenge 2 (450 XP)
stroys the net.
Amphibious. The koalinth can breathe air and water. REACTIO N S
Martial Advantage. Once per turn, the sergeant can deal an ex- Spear the Helpless (2/Day). Whenever a creature within 30 feet
tra 7 (2d6) damage to a creature it hits with a weapon attack if of the sergeant becomes restrained, the sergeant can move its
that creature is within 5 feet of an ally of the sergeant that isn't speed toward the restrained creature. If the sergeant ends its
incapacitated. move within reach of the restrained creature. it can make a me-
lee attack against it.

