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by Jamie Baty

1st level Warrior
Medium Humanoid (Aquatic, Goblinoid)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares), swim 30 ft. (6 squares)
Armour Class: 14 (+1 Dex, +3 studded leather armour), touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Spear +2 melee (1d8 +1)
Full Attack: Spear +2 melee (1d8 +1) or javelin +2 ranged (1d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft
Saves: Fort +2, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Skills: Hide +3, Listen +2, Move Silently +7, Spot +2, Swim +7
Feats: Alertness
Environment: Warm aquatic
Organisation: Gang (4-9 plus 50% riding sharks), band (10-100 plus 50% non-combatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level, leaders and 50% of warriors riding sharks), warband (10-24 plus 50% riding sharks), or tribe (30-300 plus 50% non-combatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, all leaders and 50% warriors riding sharks)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: by character class
Level Adjustment: -

Koalinth are an aquatic version of hobgoblins. They appear very similar to hobgoblins, but have webbed hands and feet, and have gills. They are also a bit thinner and taller, with a bluish tint to their skin colour
Raiders and pillagers by nature, they tend to operate over large areas surrounding a centralised base of operations. This lair is typically well hidden. They are known to raid most sea people settlements, with the exception of the sea giants, devilfish, shark-kin and kopru, all of which are more than a match for them. They have a fondness for tormenting the Aquarendi.
To help them move quickly, and to help intimidate their victims, Koalinths often ride large sharks; their leaders ride hammerhead, tiger, or great white sharks.
Fortunately, these raiders are few in number, either never being able to reproduce in great numbers or their frequent raids thinning the school too much.
Koalinths speak Goblin, Common and Aquan.
The Koalinth warrior presented here had the following ability scores before racial adjustments Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Like their surface cousins, Koalinths are capable of creating and carrying out sophisticated battle plans. They are very predatory, raiding many of the various sea people's settlements and unwary undersea travellers.
They are proficient in all simple and martial weapons, favouring javelins and spears. They may wear light, medium and heavy armour, and use all shields but tower shields. However, due to the need to move fast, they usually use sharkskin leather studded with bone or coral bits.

Skills: Koalinths have a +4 racial bonus to all Move Silently skill checks. They have a +8 racial bonus on any Swim check to perform some action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Koalinths as Characters
A Koalinth's favoured class is fighter. Koalinth groups have a wide range of classes represented, with fighter, warrior, and rogue the most popular. Koalinth clerics can select two of the following domains: Evil, War, or Water.