The Locathah: A RM Conversion

Copyright Kerry Drake © 2003

Edited by Nicholas HM Caldwell for The Guild Companion

"Always operating in teams, the larger the better, locathah have developed tactics that enable them to beat their deadlier rivals."

The locathah are a humanoid race of aquatic nomads. They roam warm coastal waters.

Standing 5 to 6 feet tall and weighing 150 to 200 pounds with skin covered in fine but tough scales, the locathah male is an imposing figure. Their scales vary in color from an ivory yellow on the stomach and neck to a pale yellow on the rest of the body. The fins of their ears and spine are ocher. Large eyes are designed to enhance underwater vision and the ear fins enhance hearing. Females are distinguished from males by a vertical ochre stripe marking the egg sac. On the surface, locathah have a typically fish-like smell. They speak their own language; 10% also know another aquatic language.


Always operating in teams, the larger the better, locathah have developed tactics that enable them to beat their deadlier rivals. Furthermore, when away from their homes they ride giant eels that act as both mounts and allies.
A typical locathah force is armed as follows:

Lance: 20%
Crossbow: 30%
Trident: 30%
Short Sword: 20%

Lacking claws or teeth a locathah cannot do damage if it is disarmed. If that happens, it will grapple a foe (if armed locathah are present), look for weapons, or flee. Locathah only battle to the death if cornered or if their home is threatened.


Locathah have developed a society similar to that of surface humans. They have a well-developed hunter-gatherer society and a strong sense of territory. Locathah make their lairs in rocks carved into castle-like strongholds. These aquatic castles are very similar to their surface counterparts. Openings are protected by stout doors, shutters, or coral bars. Often 4d4 moray eels are used as guard beasts. There is a 50% chance that Portuguese man-o-war jellyfish may be used as traps. A herd of giant eels is kept at the edge of each stronghold.

Organized in tribes of 20 to several hundred, locathah have a communal society. Each band of forty locathah has a leader (Level 6) and four assistants (Level 4). Large clans of more than 120 locathah are led by a female chieftain (Level 7) accompanied by 12 guards (Level 5).

Clan chieftains are prolific egg layers. The eggs are gathered into well-guarded nurseries where they hatch after five to six months. Hatchlings are raised communally but each is assigned a "parent", a non-warrior adult that takes personal responsibility for that hatchling.

Locathah shamans are priests of up to 5th level.


Locathah are omnivorous. Clans have both aquatic farmers and hunter-gatherers, leading to a varied diet for all clan members. The locathah's stone-age technology is limited to manufacturing weapons, tools, and ornaments from available materials. More advanced or magical items are scavenged from sunken wrecks, invaders, and drowning victims. Although they defend their territories against hostile invaders, locathah cooperate with non-hostile visitors, especially traders. Locathan coral carvings and jewelry are highly valued by art collectors and are traded for forged metals, ceramics, and durable magical items. Locathah can be hired to assist travelers in their realm. They also collect tolls from fishermen using locathah territorial waters.

Locathah never voluntarily leave the water. They are almost helpless on land. They are limited to slow crawls because they are unused to supporting their own weight. The use of magic to fly or levitate will negate this helplessness. They risk swift suffocation as their gills dry out; after ten minutes, a surfaced locathah suffers 1 point of damage each round. If the locathah immerses itself in water, the damage is halted.

Locathah always try to recover captive locathah or their bodies. If such are detected aboard a ship, other locathah might first demand the return of their kin or simply sink the boat by holing its hull.

Appendix A: RM Statistics

BASE RATE 8, Swim 96
MAX PACE / BONUS Jog / 0, FSpt / 10

(-)-(X@)-(O)-(-)-(-)-5; 6' tall.

Appendix B: Revised System Reference Document Entry

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/x3) or light crossbow +2 ranged (1d8/19-20)
Full Attack: Longspear +2 melee (1d8/x3) 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.


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.


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.

Appendix C: Open Gaming License and Legal Matters

This article: "Locathah: A RM Conversion", Copyright © 2003 by Kerry Drake, is an Open Gaming article.

This article is covered by the Open Gaming License. The title "The Locathah: A RM Conversion" is Product Identity, all other material in this article (except the entirety of Appendix A and the Open Gaming License itself) is Open Game Content. Appendix A is Closed Content and may not be reproduced without permission of the author and The Guild Companion. Portions of this work are derived from the System Reference Document, Copyright © 2000 by Wizards of the Coast, and are used with permission.


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.


Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

"The Locathah: A RM Conversion", Copyright © 2003 by Kerry Drake, first published by The Guild Companion (