Locathah (CR 1/2)
AC: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Hit Dice: 2d8 (9 hp)
Fort +3, Ref +1, Will +1
Speed: 10 ft., swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Longspear +2 melee or light crossbow +2 ranged
Full Attack: Longspear +2 melee or light crossbow +2 ranged
Damage: Longspear 1d8/x3, or light crossbow 1d8/19-20
Special Attacks/Actions: -
Abilities: Str 10, Dex 12, Con 10, Int 13, Wis 13, Cha 11
Special Qualities: -
Feats: Weapon Focus (longspear)
Skills: Craft (any one) +6, Listen +6, Spot +6, and Swim +8
Advancement: By character class
Climate/Terrain: 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)
Any battle with locathahs usually begins with the creatures loosing a volley of bolts from their crossbows. If they have managed to set up an ambush or other trap, they continue to employ these weapons for as long as possible. Otherwise, they close to bring their long, trident-like spears 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.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.