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LOCATHAH HUNTER

Medium humanoid (locathah), neutral


LOCATHAH
Armor Class 14 (natural armor)
These resilient and proud fish -folk (found in Danger at
Hit Points 33 (6d8 + 6)
Dunwater) have endured war, slavery, and mistreatment Speed 30 ft., swim 30 ft.
at the hands of other aquatic creatures. They dwell in
submerged tribal communities along seacoasts, and STR DEX CON INT WIS CHA
hunt both above and below the waler. 13 (+ l) 14 (+2) 12 (+l) 11 (+0) 14 (+2) 11 (+O)

LOCATHAH H UNTER Saving Throws Dex +4, Wis +4


The far-ranging locathah hunter is trained in tracking Skills Athletics +3, Perception +4
Senses passive Perception 14
and stalking prey on land and in water. They often serve Languages Aq uan, Common
as leaders to small bands of locathah or emissaries for Challenge 2 (450 XP)
their people (such as the hunter found in Danger at Dun-
watcr). Their colorful, poisoned, and fast-loading cross- Leviathan Will. The hunter has advantage on saving throws
bows rarely miss a target. against spells and effects that control its actions.

MAW D EMON Limited Amphibiousness. The hunter can breathe air and water,
but it needs to be submerged at least once every 4 hours to
A quartet of squat fiends-all mouth and malice-turn avoid suffocating.
their bottomless hunger 10 Lolth's servants in Salvage
Operation. Infamous for their ceaseless hunger for car- A CTIO NS
nage and mortal flesh , these fiends devour all in their Multiattack. The hunter makes two attacks with its enven-
paths. After a maw demon rests for 8 hours. anything omed crossbow.
it has devoured is transported to the Abyss for further
digestion of a different sort. Envenomed Crossbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and
the ta rget must succeed on a DC 12 Constitution saving throw
LOCATHAH or be poisoned until the end of its next turn.
Medium humanoid (locathoh), neutral
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Armor Class 13 (natural armor) Hit: 4 (ld6 + l) bludgeoning damage.
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA MAW DEMON


13 (+l) 12 (+ l) 12 (+l) 11 (+O) 10 (+O) 11 (+0) Medium fiend (demon), chaotic evil

Saving Throws Dex +3 Armor Class 13 (natural armor)


Skills Athletics +3, Perception +2 Hit Points 33 (6d8 + 6)
Senses passive Perception 12 Speed 30 ft.
Languages Aquan, Common
Challenge 1/2 (100 XP) STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 13 (+l) 5 (-3) 8 (-1) 5 (-3)
Leviathan Will. The locathah has advantage on saving throws
against being charmed, frightened, paralyzed. poisoned, Damage Resistances cold, fire. lightning
stunned, or put to sleep. Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Limited Amphibiousness. The locathah can breathe air and wa- Senses darkvision 60 ft., passive Perception 9
ter, but it needs to be submerged at least once every 4 hours to Languages understands Abyssal but can't speak
avoid suffocating. Challenge l (200 XP)

A CTIONS
Rampage. When it reduces a creature to 0 hit points with a me-
Multiattack. The locathah makes two melee attacks with lee attack on its turn, the maw demon can take a bonus action
its spear. to move up to half its speed and make a bite attack.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
ACTI ONS
range 20/60 ft., one target. Hit: 4 (ld6 + l) piercing damage, or
5 (ld8 + l) piercing damage if used with two hands to make a Bite. Melee Weapon Attack: +4 to hit, reach S ft. , one target.
melee attack. Hit: 11 (2d8 + 2) piercing damage.

Al'l'fNPIX ( MONSlll<S '\Nil !'<l'CS


21 l

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