Koalinth Sergeant

(Ghosts of Saltmarsh)

Medium humanoid (goblinoid), Lawful Evil

Armor Class14 (scale mail)
Hit Points33 (6d8 + 6)
Speed30 ft., swim 30 ft.
STRDEXCONINTWISCHA
14 (+2) 11 (+0) 12 (+1) 11 (+0) 10 (+0) 12 (+1)
Saving ThrowsDex +2, Wis +2
SkillsAthletics +4, Perception +2
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 12
LanguagesCommon, Goblin
Challenge2

Traits

Amphibious.

The koalinth can breathe air and water.

Martial Advantage.

Once per turn, the sergeant 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 sergeant that isn't incapacitated.

Actions

Multiattack.

The sergeant makes two melee attacks with its trident.

Trident.

Melee or Ranged Attack Roll: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Hooked Net.

Ranged Attack Roll: +4 to hit, range 10/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target is restrained. A creature can use its action to make a DC 12 Strength check to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 12) frees the target without harming it and destroys the net.

Reactions

Spear the Helpless (2/Day).

Whenever a creature within 30 feet of the sergeant becomes restrained, the sergeant can move its speed toward the restrained creature. If the sergeant ends its move within reach of the restrained creature, it can make a melee attack against it.