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Altamaha-Ha

Altamaha-Ha
Image (midjourney.com)

The Altamaha-Ha, shrouded in mystery, commands the vast stretches of the Altamaha River. Locals speak of elusive sightings, a serpentine form gracefully navigating the river’s labyrinthine channels. Whispers of a creature with ancient roots permeate the region, captivating the imagination with tales of a real-life river guardian or a cryptic denizen of the deep. The Altamaha-Ha remains a symbol of the untamed and unexplored, lingering in the collective consciousness as an aquatic enigma awaiting discovery.

Its an enigmatic aquatic creature, rumored to dwell in the murky depths of Georgia’s Altamaha River. Witnesses describe it as a colossal serpent, with sleek, dark scales that glisten under the dappled sunlight filtering through the water. Its long, sinuous body moves gracefully, leaving ripples in its wake.


  • Altamaha-Ha 5e
  • Altamaha-Ha 3.5
Altamaha-Ha
Image (midjourney.com)

Huge Beast, Unaligned

Armor Class 15 (Natural Armor)
Hit Points 136 (13d12 + 52)
Speed 40 ft., Swim 60 ft.

STRDEXCONINTWISCHA
22 (+6)14 (+2)18 (+4)2 (-4)12 (+1)6 (-2)

Skills Perception +5
Damage Resistances Cold
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 15
Languages

Challenge 8 (3,900 XP)

Hold Breath. It can hold its breath for 30 minutes.

Keen Smell. It has advantage on Wisdom (Perception) checks that rely on smell.

Water Glide. It can move through water without impediment, and it does not provoke opportunity attacks when it swims out of an enemy’s reach.

Multiattack. It makes three attacks: one with its bite and two with its constrict.

  • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 6) piercing damage.
  • Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d6 + 6) bludgeoning damage, and the target is grappled (Escape DC 16). Until this grapple ends, the target is restrained, and the Altamaha-Ha can’t constrict another target.

Swallow. It makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Altamaha-Ha, and it takes 21 (6d6) acid damage at the start of each of the Altamaha-Ha’s turns.

If the Altamaha-Ha takes 30 damage or more on a single turn from a creature inside it, the Altamaha-Ha must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Altamaha-Ha. If the Altamaha-Ha dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Aquatic Ambusher. It has advantage on attack rolls against any creature it has surprised.

Actions

Tail Swipe. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Aqueous Whirlwind (Recharge 5-6). It conjures a powerful vortex in the water. Each creature within 20 feet of the Altamaha-Ha must make a DC 16 Strength saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also pushed 10 feet away from the Altamaha-Ha and knocked prone. If the creature is already prone, it is instead pulled 10 feet toward the Altamaha-Ha.

Photo credit: Wikia, Altamaha-Ha
Photo credit: Wikia

Originally Posted by bhu of the Wizards Community forums.
On this Thread

The local Tama Indian tribe has legends of a giant creature inhabiting the waters of and near the Altamaha River.

The it is an aquatic creature inhabiting the myriad network of small streams and abandoned rice fields near the mouth of the Altamaha River in southeastern America.

Said to traverse the river and streams . The Altamaha-ha may be an oceanic and engages in reproductive spawning in the fresh waters in and around the Altamaha River.


Altamaha-Ha
Large animal (Aquatic)
Hit Dice6d8+18 (45 hp)
Initiative+6
SpeedSwim 40 ft. (8 squares)
Armor Class16 (-1 Size, +2 Dexterity, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple+4/+12
AttackBite +8 melee (1d8+4)
Full AttackBite +8 melee (1d8+4)
Space/Reach10 ft./5 ft.
Special Attacks
Special QualitiesHold Breath, Low Light Vision
SavesFort +8, Ref +7, Will +3
AbilitiesStrength 19, Dexterity 15, Constitution 17, Intelligence 2, Wisdom 12, Charisma 6
SkillsListen +9, Spot +9, Swim +15
FeatsAlertness, Endurance, Improved Initiative
EnvironmentWarm Aquatic
OrganizationSolitary, Pair, or Family (3-6)
Challenge Rating2
TreasureNone
AlignmentAlways Neutral
Advancement7-10 HD (Large), 11-15 HD (Huge), 16-20 HD (Gargantuan)
Level Adjustment—-

Combat

Skills: It gets a +8 Racial bonus on Swim checks and may always take 10 on a Swim check even if endangered or distracted. It may use the run action while swimming as long as it moves in a straight line.

Hold Breath (Ex): The Altamaha-Ha may hold it’s Breath a number of rounds equal to 6 times it’s Constitution Score before it risks drowning.

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