Ghosts of Saltmarsh

(Jeff_L) #1

LOCATHAH


These resilient and proud fish-folk (found in Danger at
Dunwater) have endured war, s lavery, and mistreatment
at the hands of other aquatic creatures. They dwell in
submerged tribal communities along seacoasts, and
hunt both above and below the waler.


LOCATHAH HUNTER


The far-ranging locathah hunter is trained in tracking
and stalking prey on land and in water. They often serve
as leaders to small bands of locathah or emissaries for
their people (such as the hunter found in Danger at Dun-
watcr). Their colorful, poisoned, and fast-loading cross-
bows rarely miss a target.


MAW DEMON


A quartet of squat fiends-all mouth and malice-turn


their bottomless hunger 10 Lolth's servants in Salvage
Operation. Infamous for their ceaseless hunger for car-
nage and mortal flesh, these fiends devour all in their
paths. After a maw demon rests for 8 hours. anything
it has devoured is transported to the Abyss for further
digestion of a different sort.


LOCATHAH
Medium humanoid (locathoh), neutral

Armor Class^13 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 30 ft.

STR
13 (+l)

DEX
12 (+ l)

Saving Throws Dex +3

CON

12 (+l)

Skills Athletics +3, Perception +2
Senses passive Perception^12
Languages Aquan, Common
Challenge 1/2 ( 100 XP)

INT
11 (+O)

WIS
10 (+O)

CHA
11 (+0)

Leviathan Will. The locathah has advantage on saving throws
against being charmed, frightened, paralyzed. poisoned,
stunned, or put to sleep.
Limited Amphibiousness. The locathah can breathe air and wa-
ter, but it needs to be submerged at least once every 4 hours to
avoid suffocating.

ACTIONS
Multiattack. The locathah makes two melee attacks with
its spear.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach^5 ft. or
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
melee attack.

LOCATHAH HUNTER
Medium humanoid (locathah), neutral

Armor Class 14 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 30 ft.

STR
13 (+ l)

DEX
14 (+2)

CON

12 (+l)

Saving Throws Dex +4, Wis +4
Skills Athletics +3, Perception +4
Senses passive Perception 14
Languages Aquan, Common
Challenge^2 (450 XP)

INT
11 (+0)

WIS
14 (+2)

CHA
11 (+O)

Leviathan Will. The hunter has advantage on sav ing throws
against spells and effects that control its actions.
Limited Amphibiousness. The hunter can breathe air and water,
but it needs to be submerged at least once every 4 hours to
avoid suffocating.

ACTIONS
Multiattack. The hunter makes two attacks with its enven-
omed crossbow.
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
or be poisoned until the end of its next turn.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (ld6 + l) bludgeoning damage.

MAW DEMON
Medium fiend (demon), chaotic evil

Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR
14 (+2)

DEX
8 (-1)

CON

13 (+l)

INT

5 (-3)

Damage Resistances cold, fire. lightning
Damage Immunities poison

WIS
8 (-1)

Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception^9
Languages understands Abyssal but can't speak
Challenge l (200 XP)

CHA
5 (-3)

Rampage. When it reduces a creature to^0 hit points with a me-
lee attack on its turn, the maw demon can take a bonus action
to move up to half its speed and make a bite attack.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach S ft. , one target.
Hit: 11 (2d8 + 2) piercing damage.

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21 l
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