Narwhale
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 Dice | 4d8+24 (46 hp) |
Initiative | +2 |
Speed | Swim 50 ft (10 squares) |
AC | 14 (-2 size, +2 Dexterity, +4 natural), touch 10, flat-footed 12 |
Base Attack/Grapple | +3/+21 |
Attack | Horn +11 melee (3d6+15) |
Full Attack | Horn +11 melee (3d6+15) |
Face/Reach | 15 ft/10 ft |
Special Attacks | — |
Special Qualities | Blindsight 120 ft, hold breath, Low-Light Vision |
Saves | Fort +10 Ref +6 Will +3 |
Abilities | Strength 31 Dexterity 14 Constitution 23 Intelligence 2 Wisdom 14 Charisma 6 |
Skills | Listen +7, Spot +8, Swim +18 |
Feats | Alertness, Endurance |
Environment | Cold aquatic |
Organization | Solitary or pod (1-6) |
Challenge Rating | 4 |
Treasure | None |
Alignment | Always neutral |
Advancement | 5-8 HD (Huge); 9-12 HD (Gargantuan) |
Level Adjustment | — |
COMBAT
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.