Locathah (Article Race)

:For other Locathah, see Locathah (disambiguation).
==Locathah (Dragon Magazine #250)==
Since locathah can barely move on land and suffocate quickly, they are not suited to regular land-based campaigning. They work best as NPCs. PC locathah are possible only in an underwater campaign.
Ability Score Adjustments. Locathah receive a -1 to their initially generated constitution scores and a +1 to their Intelligence scores.
 Ability Score Range
Ability 	Minimum	Maximum
Strength 	3 	17
Dexterity 	6 	18
Constitution	3 	17
Intelligence	8 	18
Wisdom 	6 	18
Charisma 	3 	17
 Class Restrictions
Class 	Maximum Level
Warrior 	
Fighter 	10
Ranger 	—
Paladin 	—
Wizard 	
Mage 	—
Illusionist 	—
Priest 	
Cleric 	—
Druid 	—
Shaman 	3
Witch Doctor	—
Specialty* 	7
Rogue 	
Thief 	—
Bard 	10
: * Locathah specialty priests worship Eadro, described in Monster Mythology.
﻿Hit Dice. PC locathah receive hit dice by class.
Alignment. Locathah tend toward neutrality. PC locathah may be of any alignment.
Natural Armor Class. 6.
Background. Locathah are fish-like humanoids native to tropical and subtropical waters. Their skin is covered in fine scales, ranging from ivory to pale yellow, becoming more orange near the ears and spine. Their heads are very fishlike, and their hands and feet are webbed.
Locathah migrate seasonally, venturing into cooler subtropical waters in the summer, where they breed, and returning to their elaborate castle-like lairs in tropical climes during the winter. They area a hunting and gathering society, the males hunting large fish and the females gathering aquatic vegetation. Their technology is basically stone age, though they use metal items they scavenge from shipwrecks or collect as tolls from surface-dwelling fishers.
Languages. Locathah, common, merman, koalinth, sahuagin.
Roleplaying Suggestions. Locathah tend to be almost druidic in their outlook on the world. They see everything in terms of balance; even the sea exists in a balanced tension between profound peace and furious rage, between life-giving beneficence and horrific slaughter. While not as protective of their natural environment as selkies, locathah are concerned to maintain ecological balance in their territorial waters and might become involved in adventures to protect that balance.
Locathah can be infuriating in their loyalties because of their neutrality. They are as likely to cooperate with sahuagin as with sea elves (though they are smart enough to deal cautiously with sahuagin), and they might shift their alliances as the balance of power changes. They are intelligent and thoughtful, and often take longer than humans to weigh situations and assess the possible outcomes before acting.
Special Advantages. Locathah can move in water at a rate of 12. They have no movement or attack penalties when in water, and they receive swimming as a bonus proficiency. Locathah breathe water.
Special Disadvantages. Locathah can barely move on land, being unable to support their weight. They move at a rate of 1, which represents a crawl-locathah cannot stand upright out of the water unless aided by magic such as fly or levitate. After 10 turns out of the water, locathahs' gills become so dry that they begin to suffer damage at the rate of 1 point per round. Immersion in water stops this process but does not restore lost hit points. A spell such as air breathing or watery air prevents this effect.
Monstrous Traits. Monstrous appearance, bestial odor (above water).
Superstitions. Locathah fear fire and lightning, as well as being out of the water.
Weapon Proficiencies: Lance, crossbow, trident, short sword.
Nonweapon Proficiencies: Agriculture (aquatic), ancient history (locathah), animal handling (eels and jellyfish), animal lore, animal training (eels), artistic ability (coral carving, jewelry-making), blind-fighting, bowyer/fletcher, chanting, craft instrument, danger sense, direction sense, eating, fortune telling, gaming, herbalism, hunting, local history, mining, musical instrument (conch), observation, poetry, religion, sea-based riding (giant eel), singing, survival (aquatic).
Available Kits: (Warrior) tribal defender, sellsword, (priest) shaman, oracle, wandering mystic, (rogue) humanoid bard.
Average Height and Weight: Height: 60/60 + 1d12; Weight: 140/140+6d10.
Age: Starting Age: 15+ 1d4. Maximum Age Range: 50+ 2d12. Average Maximum Age: 65. Middle Age: 25 years. Old Age: 33 years. Venerable: 50 years.
Maximum Functioning Depth: 1,000 feet.
Vision: x2.5
Category:Dragon Magazine Race Articles