Pathfinder Rival: Ashlub The Locatah Champion

Ashlub fights for his clan and community, granting no mercy in the middle of battle

The Matriarch believes that we must befriend the surface dwellers when it is they who seek to impinge on our lands.  We must help where we can she says but I do not see the need.  They only hurt us and so Ashlub exist to teach them a lesson.  Ashlub exist to teach them that Locatah are strong and that we will never be beaten down.

Ashlub am Locatah champion and Ashlub stand ready to defeat surface dwellers in ritual combat.  When Matriarch finally catches on that the only language these surface dwellers understand is that of strength she sends then to Ashlub and the arena.  Ashlub is unbeaten.  Ashlub has crafted his weapons from the barb of the sting ray and the shield of living coral and honed Ashlub’s skill.  The Matriarch has blessed Ashlub’s spear and shield.  Ashlub fights for his people and will never falter as Ashlub knows the language of violence too well and lusts to teach it to the surface dwellers.

Below is the stat block of the NPC whilst raging and under the effects of his mage armor and potion of barkskin which he takes prior to taking to the arena.  They are gifts from his Matriarch.  If you want the full character sheet you can download it here with a list of his abilities available here.

Ashlub the Champion    CR 7
XP 3,200
Male Locathah Barbarian (Beast Totem) 7 (Pathfinder RPG Advanced Player’s Guide; Pathfinder RPG Bestiary 2)
N Medium humanoid (aquatic)
Init +7; Senses low-light vision; Perception +14


AC 23, touch 12, flat-footed 19 (+4 armor, +3 shield, +3 Dex, +4 natural, +1 dodge)
hp 109 (7d12+2d8+45)
Fort +12, Ref +5 (+2 bonus vs. traps), Will +6
Defensive Abilities improved uncanny dodge, trap sense +2; DR 1/—


Speed 20 ft., swim 60 ft.
Melee heart piercer +10/+5 (1d6+9)
Special Attacks rage (18 rounds/day), rage powers (raging swimmer +7, smasher, strength surge +7)


Str 19, Dex 16, Con 18, Int 13, Wis 15, Cha 9
Base Atk +8; CMB +6; CMD 24
Feats Dodge, Improved Initiative, Power Attack, Toughness, Weapon Focus (longspear)
Skills Craft (armor) +11, Craft (Weapons) +11, Intimidate +11, Knowledge (nature) +13, Perception +14, Survival +7, Swim +23
Languages Aquan, Common
SQ amphibious, fast movement
Combat Gear potion of barkskin +2, potion of mage armor; Other Gear +1 darkwood heavy wooden shield, heart piercer, 142 gp, 5 sp

Special Abilities

Amphibious (Ex) You can survive indefinitely on land.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (18 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Swimmer +7 (Ex) While raging, gain the listed enhancement bonus to swim.
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.
Strength Surge +7 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Swimming (60 feet) You have a Swim speed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.

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