Bestiary: Locathah Depths

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Locathah

Locathah Artillerist


Race: Reptilian Humanoid SR: 62 TR: Unturnable
AB: 112 AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, El Fi Di Ma Ne Po Heals: (none) Deals: So Ma On Hit Mords
Misc Imm: (none)
Spell Imm: Drown
Special Abilities: Artillerists throw webs which entangle PCs who do not have the Freedom of Movement spell buffed. Item-based Freedom does not provide protection. They also Mord on-hit.

Will DC 54 Daze - Ranged ability



The nomadic locathahs dwell in warm coastal waters, hunting fish and gathering crustaceans for food. Although humanoid in shape, they are clearly more fish than human.

Locathahs are not particularly aggressive but do not trust surface dwellers - far too many of their kind have been swept up in fishing nets. The locathah have been dealt a bad hand in terms of their racial history, having been enslaved by nearly every race of the Sea of Fallen Stars, especially by the Kuo-toa and Ixitxachitl. Although there are still some locathah slaves dotted around the deeper oceans, most are now free and living in more shallow waters as nomads.

The reason for their enslavement, in their minds, was that their enemies took advantage of periods when the locathah were at odds with their allies or each other and thus, fragmented. As such, they now live in tight-knit communities and, if others prove to be their allies, the locathah will prove firm in their allegiance, trying everything in their power to keep such alliances together. Despite said history of slavery, even when treated with the utmost cruelty, they do not harbour angry or vengeful feelings towards their former captors, though they will do anything within their power short of threatening harm to their fellows to escape if enslaved by someone else. They don't believe that is shameful to be enslaved, but it is to do nothing about the situation.

It is easy to unintentionally offend a locathah as they have many unwritten rules of etiquette. If approached by a creature wielding a weapon, a locathah will always either flee or engage in combat. They do not like to be touched by other species, interactions with others are always done at a distance. They commonly lead creatures unfamiliar with their territory by their wake-currents.

Locathah Deepsinger


Race: Reptilian Humanoid SR: 63 TR: Unturnable
AB: 113 AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, El Fi Di Ma Ne Po Heals: (none) Deals: So Di Po + Special So
Misc Imm: (none)
Spell Imm: Drown
Special Abilities: Bardsong and buffs (including Ethereal Visage and Energy Immunity: Electrical)


The nomadic locathahs dwell in warm coastal waters, hunting fish and gathering crustaceans for food. Although humanoid in shape, they are clearly more fish than human.

Locathahs are not particularly aggressive but do not trust surface dwellers - far too many of their kind have been swept up in fishing nets. The locathah have been dealt a bad hand in terms of their racial history, having been enslaved by nearly every race of the Sea of Fallen Stars, especially by the Kuo-toa and Ixitxachitl. Although there are still some locathah slaves dotted around the deeper oceans, most are now free and living in more shallow waters as nomads.

The reason for their enslavement, in their minds, was that their enemies took advantage of periods when the locathah were at odds with their allies or each other and thus, fragmented. As such, they now live in tight-knit communities and, if others prove to be their allies, the locathah will prove firm in their allegiance, trying everything in their power to keep such alliances together. Despite said history of slavery, even when treated with the utmost cruelty, they do not harbour angry or vengeful feelings towards their former captors, though they will do anything within their power short of threatening harm to their fellows to escape if enslaved by someone else. They don't believe that is shameful to be enslaved, but it is to do nothing about the situation.

It is easy to unintentionally offend a locathah as they have many unwritten rules of etiquette. If approached by a creature wielding a weapon, a locathah will always either flee or engage in combat. They do not like to be touched by other species, interactions with others are always done at a distance. They commonly lead creatures unfamiliar with their territory by their wake-currents.

Locathah Scalecaster


Race: Reptilian Humanoid SR: 65 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Fi Di Ma Ne Po, e Heals: (none) Deals: Fi Ma Ne + Spells
Misc Imm: (none)
Spell Imm: Drown
Special Abilities: Scalecasters cast divine spells (including implode x 3, Destruction as instakiller) and have active buffs including 30/- DR to all Elements.

Implosion DC 56 Fort



The nomadic locathahs dwell in warm coastal waters, hunting fish and gathering crustaceans for food. Although humanoid in shape, they are clearly more fish than human.

Locathahs are not particularly aggressive but do not trust surface dwellers - far too many of their kind have been swept up in fishing nets. The locathah have been dealt a bad hand in terms of their racial history, having been enslaved by nearly every race of the Sea of Fallen Stars, especially by the Kuo-toa and Ixitxachitl. Although there are still some locathah slaves dotted around the deeper oceans, most are now free and living in more shallow waters as nomads.

The reason for their enslavement, in their minds, was that their enemies took advantage of periods when the locathah were at odds with their allies or each other and thus, fragmented. As such, they now live in tight-knit communities and, if others prove to be their allies, the locathah will prove firm in their allegiance, trying everything in their power to keep such alliances together. Despite said history of slavery, even when treated with the utmost cruelty, they do not harbour angry or vengeful feelings towards their former captors, though they will do anything within their power short of threatening harm to their fellows to escape if enslaved by someone else. They don't believe that is shameful to be enslaved, but it is to do nothing about the situation.

It is easy to unintentionally offend a locathah as they have many unwritten rules of etiquette. If approached by a creature wielding a weapon, a locathah will always either flee or engage in combat. They do not like to be touched by other species, interactions with others are always done at a distance. They commonly lead creatures unfamiliar with their territory by their wake-currents.

Locathah Seastriker


Race: Reptilian Humanoid SR: 61 TR: Unturnable
AB: 109 AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl Pi Sl, El Fi Di Ma Ne Po Heals: (none) Deals: Co El Po
Misc Imm: (none)
Spell Imm: Drown
Special Abilities: Buffs (Camo & mini-shunt for 12/- to all elems)


The nomadic locathahs dwell in warm coastal waters, hunting fish and gathering crustaceans for food. Although humanoid in shape, they are clearly more fish than human.

Locathahs are not particularly aggressive but do not trust surface dwellers - far too many of their kind have been swept up in fishing nets. The locathah have been dealt a bad hand in terms of their racial history, having been enslaved by nearly every race of the Sea of Fallen Stars, especially by the Kuo-toa and Ixitxachitl. Although there are still some locathah slaves dotted around the deeper oceans, most are now free and living in more shallow waters as nomads.

The reason for their enslavement, in their minds, was that their enemies took advantage of periods when the locathah were at odds with their allies or each other and thus, fragmented. As such, they now live in tight-knit communities and, if others prove to be their allies, the locathah will prove firm in their allegiance, trying everything in their power to keep such alliances together. Despite said history of slavery, even when treated with the utmost cruelty, they do not harbour angry or vengeful feelings towards their former captors, though they will do anything within their power short of threatening harm to their fellows to escape if enslaved by someone else. They don't believe that is shameful to be enslaved, but it is to do nothing about the situation.

It is easy to unintentionally offend a locathah as they have many unwritten rules of etiquette. If approached by a creature wielding a weapon, a locathah will always either flee or engage in combat. They do not like to be touched by other species, interactions with others are always done at a distance. They commonly lead creatures unfamiliar with their territory by their wake-currents.

Locathah Warrior


Race: Reptilian Humanoid SR: 60 TR: Unturnable
AB: 112 AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl Pi Sl, El Fi Di Ma Ne Po Heals: (none) Deals: Ac El Ma spear or Co So Ne daggers
Misc Imm: (none)
Spell Imm: Drown
Special Abilities: Gapple Check (DC 56)


The nomadic locathahs dwell in warm coastal waters, hunting fish and gathering crustaceans for food. Although humanoid in shape, they are clearly more fish than human.

Locathahs are not particularly aggressive but do not trust surface dwellers - far too many of their kind have been swept up in fishing nets. The locathah have been dealt a bad hand in terms of their racial history, having been enslaved by nearly every race of the Sea of Fallen Stars, especially by the Kuo-toa and Ixitxachitl. Although there are still some locathah slaves dotted around the deeper oceans, most are now free and living in more shallow waters as nomads.

The reason for their enslavement, in their minds, was that their enemies took advantage of periods when the locathah were at odds with their allies or each other and thus, fragmented. As such, they now live in tight-knit communities and, if others prove to be their allies, the locathah will prove firm in their allegiance, trying everything in their power to keep such alliances together. Despite said history of slavery, even when treated with the utmost cruelty, they do not harbour angry or vengeful feelings towards their former captors, though they will do anything within their power short of threatening harm to their fellows to escape if enslaved by someone else. They don't believe that is shameful to be enslaved, but it is to do nothing about the situation.

It is easy to unintentionally offend a locathah as they have many unwritten rules of etiquette. If approached by a creature wielding a weapon, a locathah will always either flee or engage in combat. They do not like to be touched by other species, interactions with others are always done at a distance. They commonly lead creatures unfamiliar with their territory by their wake-currents.

Locathah Wavecaller


Race: Reptilian Humanoid SR: 65 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl Pi Sl, El Fi Di Ma Ne Po Heals: (none) Deals: (unknown) + Spells + buffs
Misc Imm: (none)
Spell Imm: Drown
Special Abilities: Spells [Earthquake? and ?]


The nomadic locathahs dwell in warm coastal waters, hunting fish and gathering crustaceans for food. Although humanoid in shape, they are clearly more fish than human.

Locathahs are not particularly aggressive but do not trust surface dwellers - far too many of their kind have been swept up in fishing nets. The locathah have been dealt a bad hand in terms of their racial history, having been enslaved by nearly every race of the Sea of Fallen Stars, especially by the Kuo-toa and Ixitxachitl. Although there are still some locathah slaves dotted around the deeper oceans, most are now free and living in more shallow waters as nomads.

The reason for their enslavement, in their minds, was that their enemies took advantage of periods when the locathah were at odds with their allies or each other and thus, fragmented. As such, they now live in tight-knit communities and, if others prove to be their allies, the locathah will prove firm in their allegiance, trying everything in their power to keep such alliances together. Despite said history of slavery, even when treated with the utmost cruelty, they do not harbour angry or vengeful feelings towards their former captors, though they will do anything within their power short of threatening harm to their fellows to escape if enslaved by someone else. They don't believe that is shameful to be enslaved, but it is to do nothing about the situation.

It is easy to unintentionally offend a locathah as they have many unwritten rules of etiquette. If approached by a creature wielding a weapon, a locathah will always either flee or engage in combat. They do not like to be touched by other species, interactions with others are always done at a distance. They commonly lead creatures unfamiliar with their territory by their wake-currents.

Animals

Kelptender


Race: Animal SR: 71 TR: Unturnable
AB: 109 AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, So Di Ma Ne Po, a c e Heals: (none) Deals: Ac So
Misc Imm: Knockdown
Spell Imm: Drown
Special Abilities: Each colour seems to have a different special attack. Yellows cause Daze; Greens Dominate and Blues cause Polymorph [confirmation required].

DC 57 Reflex for ?



Kelptender is a bit of a misnomer, for while these fish do dwell among kelp forests in warm coastal waters, they don't tend them, or even eat them. Rather, they are vicious predators, feeding on all manner of sesa life. A kelptender feeding frenzy is a terrible sight. While some sages have speculated that the fish are of magical origin, because of their high resistance to magic energies, most feel that this is simply a side effect of the makup of their scales, or of some peculiarity in their diet.

Constructs

Spiritual Current


Race: Construct SR: 62 TR: 62
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl Pi Sl, Co Fi Di Ma, p Heals: (none) Deals: Ac Co Ma
Misc Imm: Mind Spells Poison Disease Paralysis Freedom Level/Abil Drain Knockdown Critical Hits Death Magic Petrification
Spell Imm: Inflict Minor Wounds, Inflict Light Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Inflict Critical Wounds, Implosion, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: STR Check DC 33; Will Save vs. Death DC 51 Instant Death "The spiritual current increases the density of water around you until you implode!"


Spiritual currents are magical constructs formed of the water itself. Priests of Eadro form them in intracate prayers, imbuing them with limited aweness before sending them out to patrol the waters around the temple and its inhabitants. They attack with both the divine energy which maintains them, and by sapping the warmth out of intruders or burning them with altered solutions of seawater.

Spiritual Trident


Race: Construct SR: 62 TR: 62
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, Ma Ne Po, b a c e f s Heals: (none) Deals: Ma Di
Misc Imm: Mind Spells Poison Disease Paralysis Freedom Level/Abil Drain Knockdown Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Inflict Minor Wounds, Inflict Light Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Inflict Critical Wounds, Mass Inflict Light Wounds, Mass Inflict Moderate Wounds, Mass Inflict Serious Wounds, Mass Inflict Critical Wounds, Word of Faith, Implosion, Drown, Disintegrate, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Will DC 49 vs. Polymorph


Spiritual tridents are enchanted weapons turned into constructs by priests of Eadro. They use only the finest weapons, and focus extremely powerful incantations into them, resulting in a weapon that is incredibly dangerous, and very difficult to destroy.

Dragons

Hatchling Dragon Eel


Race: Dragon SR: 63 TR: Unturnable
AB: 109 AC: Saves: F / R / W Conceal: (unknown) KB: El Party
Takes: Bl Pi Sl, Ac Co Fi Di Ma Ne Po Heals: (none) Deals: El So Po + Special El
Misc Imm: Critical Hits Death Magic Fear Knockdown Mind Spells Petrification
Spell Imm: Drown, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Dragon Breath (DC Reflex elec 54) El


The only redeeming quality of the terrible dragon eel is that it can't stand to be near another dragon eel except when mating or raising young. One dragon eel can easily put a hole in the side of a sailing vessel, devouring the crew at its leisure after the vessel sinks. In groups they could destroy entire navies. Captains have been known to negotiate with dragon eels for safe passge of their ships, but dragon eels are reputed to be great liars and some crews who thought they were safe have vanished without a trace.

Hatchling Dragon Turtle


Race: Dragon SR: 64 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Bl Sl, Di Ma Ne Po, p a c e f Heals: (none) Deals: Fi So Ma + Special Fi
Misc Imm: Critical Hits Death Magic Fear Knockdown Mind Spells Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Dragon Breath Fi


Dragon turtles are among the most beautiful, awesome, and feared creatures of the water. Deadly jaws, steaming breath, and a penchant for capsizing ships make them dreaded by mariners.

A surfacing dragon turtle is sometimes mistaken for the reflection of the sun or the moon on the water. Its rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell resemble light dancing on open water. The turtle's legs, tail, and head are a lighter green, flecked with golden highlights. An adult dragon turtle can measure from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and can weigh 8,000 to 32,000 pounds.

Elemental

Whirlpool


Race: Elemental SR: (unknown) TR: 57
AB: 112 AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl Pi Sl, Co Fi Ma Ne Po, e d Heals: (none) Deals: So Po
Misc Imm: Mind Spells Poison Disease Fear Paralysis Blindness Freedom Damage Immunity Decrease Knockdown Sneak Attack Critical Hits Petrification
Spell Imm: Harm, Mass Harm, Inflict Minor Wounds, Inflict Light Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Inflict Critical Wounds, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Check Dex DC: 33 KD


Whirlpools are actually an oceanic elemental. They delight in sucking ships and other surface objects down to the bottom, if they are large enough, but most elementals of a size to do that spend their time out in deep ocean waters. These smaller whirlpools are still a threat to smaller objects, however, and the locathah treat with them to help them bring down slaver ships by rocking them about, steering them into rocks, or smashing their rudders, since they're not of a size to pull a ship down outright.

Fey

Water Sprite


Race: Fey SR: 64 TR: Unturnable
AB: 105 AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl Pi Sl, Co Di Ma Ne Po, f s Heals: (none) Deals: Ac Co Ma
Misc Imm: Mind Spells Paralysis Freedom Level/Abil Drain Petrification
Spell Imm: Drown, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Will DC 53 vs. domination


Water sprites are small, mischevious fairys inhabiting just about any wilderness area with an abundance of water. Don't let their diminutive size and fondness for pranks fool you, though. They can be vicious combatants when provoked.

Magical Beasts

Dread Jelly


Race: Magical Beast SR: 62 TR: Unturnable
AB: 107 AC: Saves: F / R / W Conceal: Moderate KB: (none)
Takes: Pi Sl, Co El Ma Ne Po, b a f d Heals: (none) Deals: Ac So Ne
Misc Imm: Blindness Critical Hits Damage Immunity Decrease Death Magic Disease Level/Abil Drain Fear Freedom Knockdown Mind Spells Paralysis Petrification Poison Sneak Attack
Spell Imm: Word of Faith, Earthquake, Implosion, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Lowers Physical Imm
Repeated use of Finger of Death is effective, possibly Harms/Inflicts; otherwise melee/ranged weapon damage with high Listen skill.

Dread jellies are feared, respected, and avoided by oceanic dwellers. Their flailing pseudopods are coated with a viscous substance that adheres to whatever it touches and begins dissolving it to aid in the jelly's digestion. Were that not bad enough, the substsance contains a psycoactive angent that drives most sentient creatures that come into contact with it into a wild, panicked state. This substance has been used in acquatic races both for hunting and in warfare, though the difficulty in obtaining it and the reletively short shelflife makes this a risky proposition.

Trench Devourer


Race: Magical Beast SR: 60 TR: Unturnable
AB: 111 AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl Pi Sl, Co El Ma Ne Po, s d Heals: Fi Deals: Fi + Special physical
Misc Imm: Mind Spells Poison Disease Knockdown Death Magic
Spell Imm: Earthquake, and Drown
Special Abilities: Special physical attack, lovers AC: The trench devourer clamps its jaws onto you, holding you in place!


Trench Devourers are nasty reptilian predators that roam oceanic trenches near areas of volcanic activity. They are magical creatures, linked to the plane of fire, and their metabolism requires constant sustenance. They are not smart creatures, but do possess some limited intelligence, enough to know that attacking locathahs results in pain. The locathahs use them as de facto guard animals against surface dwellers, encouraging them to seek out air-breather flesh by feeding them the corpses of slain slavers and pirates.

Ooze

Spawning Jelly


Race: Ooze SR: 63 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Pi Sl, Ac Di Ne Po, b c e m Heals: (none) Deals: Ac El Po
Misc Imm: Mind Spells Poison Disease Fear Paralysis Blindness Freedom Level/Abil Drain Damage Immunity Decrease Knockdown Sneak Attack Critical Hits Petrification
Spell Imm: Implosion, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Daze [check unknown]


These jellies proliferate in the bountiful warm waters off the Ascension coast. They are named for the pheremone they secrete into the water, which stimulates spawning behaviour in many species of fish. The jelly benefits from this as well, since it devours many of the eggs laid as a result, though sages believe it originally developed the chemical as a defense mechanism. It is extremely hostile towards non-aquatic life; sages speculate that this is either because its pheremones do not effect such life in the same way, or that their smell is repugnant in some way to the jelly. Regardless, the jelly's chemicals still have an effect on surface dwellers, causing them to become confused and out of sorts.

Vermin

Sulfurous Lobster


Race: Vermin SR: (unknown) TR: 55
AB: 113 AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Bl, Co El So Di Ma Ne Po, s Heals: Fi Deals: Ac So Ma
Misc Imm: Mind Spells Fear Death Magic Petrification
Spell Imm: Earthquake, Drown, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:


The sulfurous lobsters in these region evolved around the superhot sulpher vents that dot the seafloor. Their bodies have evolved natural defenses against the incredible heat and acidity of the vents to the point that they are able to thrive near them. The limited number of vents, and space around them, however, has made these lobsters incredibly hostile towards anything approaching them, especially creatures not native to the region.

Venomous Crab


Race: Vermin SR: (unknown) TR: 57
AB: 110 AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Pi, Fi Ma Ne Po, s a c e d Heals: (none) Deals: Ac Ne
Misc Imm: Mind Spells Poison Disease Fear
Spell Imm: Drown
Special Abilities: Fort save versus Disease, DC = 51 puke for round ? flatfooted


These are not your run-of-the-mill crab, and they are definitely NOT good to eat. While most crabs are scavengers, nature has equipped this species of crab with a devasting venom which allows it to predate, seeking out and killing prey much larger than itself.

Venomous Lobster


Race: Vermin SR: (unknown) TR: 57
AB: 108 AC: Saves: F / R / W Conceal: (unknown) KB: (none)
Takes: Pi, Fi Ma Ne Po, s a c e d Heals: (none) Deals: Ac Ne
Misc Imm: Mind Spells Poison Disease Fear
Spell Imm: Drown
Special Abilities:


These little monstrosities are one reason why Ascension doesn't have a more active seaport. Lobstermen long ago abandoned attempts to claim the bounty of sea life flourishing off Ascension's coast because pulling up one of these lobsters in a trap meant almost certain death.
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