Dungeons and Dragons Locathah 3.5 PBP RPG

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Locathah

Locathah

Medium Humanoid (Aquatic)

Hit Dice:

2d8 (9 hp)

Initiative:

+1

Speed:

10 ft. (2 squares), swim 60 ft.

Armor Class:

14 (+1 Dex, +3 natural), touch 11, flat-footed 13

Base Attack/Grapple:

+1/+1

Attack:

Longspear +2 melee (1d8/3) or light crossbow +2 ranged (1d8/19-20)

Full Attack:

Longspear +2 melee (1d8/3) or light crossbow +2 ranged (1d8/19-20)

Space/Reach:

5 ft./5 ft.

Saves:

Fort +3, Ref +1, Will +1

Special Attacks:

-

Special Qualities:

-

Abilities:

Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11

Skills:

Craft (any one) +6, Listen +6, Spot +6, Swim +8

Feats:

Weapon Focus (longspear)

Environment:

Warm aquatic

Organization:

Company (2-4), patrol (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or tribe (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Challenge Rating:

1/2

Treasure:

Standard

Alignment:

Usually neutral

Advancement:

By character class

Level Adjustment:

+1

Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs.

Locathahs speak Aquan.

Combat

Any battle with locathahs usually begins with the creatures loosing volleys of bolts from their crossbows; underwater, their crossbows have a range increment of 20 feet. If they have managed to set up an ambush or other trap, they continue to employ crossbows for as long as possible. Otherwise, they close to bring their longspears into play. Although primarily used for fishing, these spears make formidable weapons.

Locathahs lack teeth, claws, and other natural weapons, so they are not especially dangerous if unarmed. A weaponless locathah will generally turn and flee.

Skills: A locathah has a +8 racial bonus on any Swim check to perform some special 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.


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Latest RPG Post

As the owl lands, Avan takes a second to think about the situation. He orders the birds to split and attack archers, then hands off Bastion's request to secure the ropes to Albrecht. He pulls out his quarterstaff and charges at the one Bastion is attacking. Fluffles follows close behind and tears at it with all his natural weapons.

"You're no gnoll," Avan says in Common. "I hope we aren't both working against them, only to be caught in combat against each other. Who or what are you." These questions are asked as fighting continues; Avan doesn't let up.

Out of Character: I should read the stat block more closely; Giant Owls are intelligent and speak Common and Sylvan. By my count, it took me a round to organise them for take off, 2 rounds to climb, and one to land. So one of the owls will last 5 rounds of combat, the other 6.

Owl 1: 16/26 HP
Owl 2: 26/26 HP

Sorry for the delay, I was hoping for Alchy to reply. I hope these rolls aren't unreadable - Fluffles pounce is all on one line and I think the owls would be busy on round 1, possibly moving into position.

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