Koalinth (Article Race)

==Koalinth (Dragon Magazine #250)==
These aquatic hobgoblins are suitable for use as PCs in any campaign.
Ability Score Adjustments. Koalinth receive a -1 penalty to their initially generated Charisma scores.
 Ability Score Range
Ability 	Minimum	Maximum
Strength 	6 	18
Dexterity 	6 	18
Constitution	5 	18
Intelligence	3 	18
Wisdom 	3 	18
Charisma 	3 	14
 Class Restrictions
Class 	Maximum Level
Warrior 	
Fighter 	11
Ranger 	—
Paladin 	—
Wizard 	
Mage 	—
Illusionist 	—
Priest 	
Cleric 	9
Druid 	—
Shaman 	7
Witch Doctor	7
Rogue 	
Thief 	—
Bard 	—
﻿Hit Dice. PC koalinth receive hit dice by class.
Alignment. Koalinth tend toward lawful evil alignment. PC koalinth may be of any alignment but are usually lawful neutral.
Natural Armor Class. 10. Background. Koalinth are marine creatures closely related to surface-dwelling hobgoblins. They stand about 6' 6" tall, with sleek, muscular bodies. Their fingers and toes are webbed, and they have gill slits in their necks. Their skin is light green and covered with patches of dark green, aqua, or blue hair. Their faces have been compared to seals', and large male koalinth have enlarged noses like elephant seals. Male koalinth also share the aggressive behavior and loud bellow of elephant seals.
Koalinth, like surface-dwelling hobgoblins, live in a rigidly organized, militaristic society. Their tribes are fiercely territorial and war with each other and with other aquatic races when their territory is compromised. They make their homes in caverns in shallow waters, ranging from subarctic to tropical seas.
Languages. Koalinth speak a dialect of the hobgoblin tongue and may learn languages of locathah, merfolk, sahuagin, and even aquatic elves.
Roleplaying Suggestions. As with airbreathing hobgoblins, some koalinth grow tired the constant warfare that characterizes their culture and leave their tribes, often joining adventures or other wanderers. Others find their way into the wider undersea world through mercenary work. Mermen and locathah have both been known to hire koalinth mercenaries to help them fight against sahuagin and other threats. Some of these mercenaries also find homes in adventuring bands.
Any koalinth, male or female, pacifist or mercenary, has been raised in what amounts to a boot camp. The discipline of military life is a part of koalinth upbringing, integral to their identities. Even those who have renounced the warfare of their culture still think of life in military terms: conversations are attacks and counter-attacks, journeys are marches (even underwater!), and surprises are ambushes.
Special Advantages. Koalinth breathe water and can swim at a movement rate of 12. They have no movement or attack penalties when in water and receive swimming as a bonus proficiency.
Special Disadvantages. Koalinth can function fairly well on land, moving at a rate of 9. A koalinth can survive on land for a number of days equal to its Constitution score, but every two days out of water causes it to suffer a -1 penalty to its ability and proficiency scores. If a koalinth's Strength, Dexterity, or Constitution score drops to 0, it dies.
Monstrous Traits. Appearance.
Superstitions. Koalinth fear fire and have a number of superstitious beliefs about giant squid.
Weapon Proficiencies: Awl pike, harpoon, javelin, military fork, partisan, ranseur, spear, spetum, and trident.
Nonweapon Proficiencies: Chanting, close-quarter fighting, direction sense, hiding, intimidation, looting, religion, and wild fighting.
Available Kits:
* (Warrior) tribal defender, pit fighter, sellsword, 
* (priest) shaman, witch doctor, oracle, war priest, wandering mystic.
Average Height and Weight: Height: 72/68 + 1d8. Weight: 140/120 + 4d10.
Age: Starting Age: 14+ 1d6. Maximum Age Range: 50+ 1d20. Average Maximum Age: 60. Middle Age: 25 years. Old Age: 33 years. Venerable: 50 years.
Maximum Functioning Depth: 450 feet.
Vision: x2
Category:Dragon Magazine Race Articles