Locathah HunterCreature 3
Source Pathfinder Bestiary 3
Perception +9 (low-light vision)
Languages Aquan, Common
Skills Athletics +11, Diplomacy +5, Nature +7, Stealth +8, Survival +7
Str +4, Dex +3, Con +0, Int +1, Wis +2, Cha +0
AC 20; Fort +7; Reflex +10; Will +9;
HP 38
Speed 10 feet (swim 40 feet)
Longspear +11 (+6, +1) to hit (reach 10) 1d8+4 Piercing
Crossbow +10 (+5, +0) to hit (range increment 120, reload 1) 1d8 Piercing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Cooperative HuntingAfter the hunter attempts a Strike at a Large or larger target (regardless of success or failure), the next Strike one of the hunter's allies makes against the same target gains a +2 circumstance bonus to the attack roll.
Fan BoltThe hunter prepares their hooked crossbow bolts with carefully woven seaweed.
On a successful crossbow Strike, the bolt embeds and the seaweed fan deploys. The target takes a -10-foot status penalty to its swim Speed. A creature can Interact to attempt a DC 18 athletics check, removing the bolt on a success.
Effect: Fan Bolt
Hunt Prey (concentrate)The locathah hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey.
The first time the locathah hits their designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the hunter uses Hunt Prey again.
Pack AttackThe hunter's Strikes deal an additional 1d8 damage to creatures within reach of at least two of the hunter's allies.
Smooth SwimmerThe locathah hunter ignores difficult terrain caused by aquatic terrain features.
Deep in the sea, schools of locathah-piscine humanoids armed with spears and specialized crossbows-stalk sharks, sea serpents, and giant squid from the backs of their @UUID[Compendium.pf2e.pathfinder-bestiary.Giant Moray Eel]{Giant Moray Eel} mounts. The first hunters to strike are armed with barbed harpoons that deploy large fans of seaweed, slowing and exhausting their prey. A daring few locathahs use the embedded harpoon as a handle to ride prey for a short time. Once the creature is tired, remaining hunters finish it with longspears. Locathahs developed this hunting tradition to forge skilled warriors and deter potential attackers, partially in response to centuries of oppression and mistreatment from other aquatic cultures.
Locathahs rarely hunt land-dwellers, instead offering to trade their services as guides in exchange for metal and ceramic items they can't build underwater-and for tubers, which they consider earthy delicacies. They render aid to damaged sailing ships and rescue shipwrecked sailors, providing food and guidance.
Locathah communities-usually villages of 200 individuals or fewer-are matriarchal. The ruler is also as its primary egg-layer, providing each generation with powerful familial bonds. The communities are tight-knit and loyal. Matriarchs are advised and assisted by primal spellcasters and healers, who are often accompanied by octopus companions.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.