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Narwhal, the Arctic Sentinel

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The narwhal (Monodon monoceros) is a captivating Arctic whale, easily recognizable by its striking long, spiral tusk that can grow up to 10 feet in males. Their sleek, mottled gray-and-white skin helps them blend into the icy waters of their habitat, where they measure between 13 and 20 feet in length. The tusk, which is actually a twisted tooth, is believed to play a role in mating rituals, dominance displays, and possibly sensory functions, though its exact purpose remains partly a mystery.

Narwhals live in tight-knit pods, usually comprising 10 to 20 individuals, although larger groups can form during migration. They are known for their agility in navigating through sea ice, diving to great depths to hunt fish, squid, and shrimp. Despite their docile nature, they are highly social creatures that communicate using clicks and whistles, often heard while hunting or interacting within their pod.

Habitat-wise, narwhals are found in the cold Arctic waters around Greenland, Canada, and Russia. They migrate seasonally, following the ice floes in search of food and safe breeding grounds. Their modus operandi involves navigating the ice to find cracks where they surface for air, using their tusk for defense or dominance in social interactions.

Motivated primarily by survival, narwhals are driven to hunt and breed, with their mysterious tusks possibly offering an advantage in attracting mates or asserting rank. Their ability to adapt to the harsh conditions of the Arctic has earned them a mythical status, embodying both the secrets and fragility of the polar regions they call home.


  • Narwhale 5e
  • Narwhale 3.5 (Homebrew)
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Large Beast, Neutral


Armor Class 14 (Natural Armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft., swim 60 ft.


STRDEXCONINTWISCHA
20 (+5)16 (+3)16 (+3)2 (-4)14 (+2)10 (+0)

Saving Throws Strength +8, Constitution +6
Skills Perception +5, Stealth +6
Senses Darkvision 60 ft., passive Perception 15
Languages — (communicates through clicks and whistles, understood only by other narwhals or those who speak Aquan)
Challenge 6 (2,300 XP)


TRAITS

  • Aquatic. The narwhal can breathe underwater and move through water without impediment.
  • Ice Glide. The narwhal can move across ice without reducing its speed.
  • Tusk’s Sensory Ability. The narwhal’s tusk has a unique biological function. It can sense changes in water temperature and vibrations from creatures in a 30-foot radius. As an action, the narwhal can detect the location of invisible or hidden creatures in that range.

ACTIONS

  • Multiattack. The narwhal makes two attacks: one with its Tusk and one with its Tail.
  • Tusk. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 5) piercing damage. The tusk attack can be used to pierce an enemy’s defenses, making it ideal for grappling an enemy or disarming them.
  • Tail Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 5) bludgeoning damage. The narwhal uses its powerful tail to sweep or bash enemies in close proximity.
  • Whirlwind Charge (Recharge 5-6). The narwhal charges forward in a straight line, up to 40 feet, moving through creatures in its path. Each creature must succeed on a DC 16 Strength saving throw or take 14 (2d6 + 5) bludgeoning damage and be knocked prone. On a failed save, the creature is also pushed 10 feet away from the narwhal.

REACTIONS

  • Defensive Dive. When a creature within 10 feet of the narwhal makes a melee attack, the narwhal can use its reaction to dive underwater, gaining +2 to its AC against the attack, causing the attacker to miss on a failed roll.

LEGENDARY ACTIONS

The Narwhal can take 2 legendary actions, choosing from the options below. Only one action can be used at a time and only at the end of another creature’s turn. The Narwhal regains spent legendary actions at the start of its turn.

  • Tusk Strike. The narwhal makes one tusk attack.
  • Dive Under. The narwhal dives underwater, hiding in the depths until its next turn. Any attacks against it have disadvantage until it resurfaces.
  • Echoing Call (Costs 2 Actions). The narwhal emits a powerful, high-pitched whistle. All creatures within 60 feet of the narwhal must succeed on a DC 15 Wisdom saving throw or be stunned until the end of their next turn.

TACTICS

  • Ambush. Narwhals prefer to hunt from the depths, waiting for prey to approach near water or ice. They make use of their Whirlwind Charge to disrupt and damage multiple enemies at once, creating chaos in combat.
  • Tactical Use of Tusk. The narwhal uses its Tusk to grapple or knock enemies prone, isolating weaker targets or making them vulnerable for subsequent attacks.
  • Defensive Maneuvers. When threatened, the narwhal may Dive Under to avoid damage, reemerging later to strike or escape the situation. Its Echoing Call is typically reserved for moments when it needs to disable multiple foes or regroup with allies.
  • Hit-and-Run. Narwhals often prefer hit-and-run tactics, where they charge in with their Whirlwind Charge, dealing damage to multiple enemies, then retreat into the depths, using their speed and natural camouflage to avoid retaliatory strikes.

ENVIRONMENTAL CONSIDERATIONS

Narwhals are most often encountered in icy, frigid waters. They may use ice floes or broken sea ice to hide or surface. Any battle involving a narwhal will likely feature an environment full of water hazards, ice shards, and slippery surfaces, making mobility a crucial factor for both the narwhal and its enemies.


DESCRIPTION

Narwhals are majestic creatures of the frozen seas, embodying both grace and ferocity. Their long, spiral tusks are their primary weapon, capable of piercing the toughest of enemies. They are skilled hunters, using the ice and water to their advantage, making them a formidable foe in their element. In combat, they move with fluidity, never staying in one place for too long, and will often use their surroundings to gain an advantage over their enemies.

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The narwhale is also called the “unicorn of the ocean,” for the long spiral horn that protrudes centrally from the skull of males. This whale lives in frigid arctic waters, and grows to a considerable size of 20-40 feet. These peaceful creatures are sometimes seen as pets or guards in communities of dolphins and aquatic races.

Originally Posted by JiCi of the Wizards Community forums.
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Narwhale
Huge animal (Aquatic)
Hit Dice4d8+24 (46 hp)
Initiative+2
SpeedSwim 50 ft (10 squares)
AC14 (-2 size, +2 Dexterity, +4 natural), touch 10, flat-footed 12
Base Attack/Grapple+3/+21
AttackHorn +11 melee (3d6+15)
Full AttackHorn +11 melee (3d6+15)
Face/Reach15 ft/10 ft
Special Attacks
Special QualitiesBlindsight 120 ft, hold breath, Low-Light Vision
SavesFort +10 Ref +6 Will +3
AbilitiesStrength 31 Dexterity 14 Constitution 23 Intelligence 2 Wisdom 14 Charisma 6
SkillsListen +7, Spot +8, Swim +18
FeatsAlertness, Endurance
EnvironmentCold aquatic
OrganizationSolitary or pod (1-6)
Challenge Rating4
TreasureNone
AlignmentAlways neutral
Advancement5-8 HD (Huge); 9-12 HD (Gargantuan)
Level Adjustment

COMBAT

Public Domain, https://commons.wikimedia.org/w/index.php?curid=112383, Narwhale
Public Domain, https://commons.wikimedia.org/w/index.php?curid=112383

Narwhales are not aggressive creatures, but will defend themselves in times of emergency. Females attack by ramming targets (2d4 damage), then fleeing.

Hold Breath (Ex): A narwhale can hold it’s breath for a number of rounds equal to 8 x it’s Constitution score before it risks drowning. (Usually 184 rounds.)

Skills: A narwhale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take a 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.

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