Narwhals are midsize whales that inhabit the oceans of Valerick in its most northern and southern regions. They have a tell-tale 'horn' which is actually a massive tooth that grows all through their lives, exceeding ten feet in length on the most magnificent specimens. They are toothed whales, feeding on fish, small mammals such as sea otters, and rarely, sea birds. They are a prey of choice for northern communities, their meat and blubber highly valued food sources, as well as their horn being highly sought after for spiritual, ritualistic and crafting purposes. | |
Perception | 1d20+11 |
Languages | N/A |
Skills | Athletics: 1d20+9 , Acrobatics: 1d20+10 , Stealth: 1d20+9 , Survival: 1d20+11 |
STR +5 , DEX +3 , CON +4 , INT -4 , WIS +3 , CHA +0 | |
AC | 22 |
Saving Throws | Fort 1d20+8 , Ref 1d20+9 , Will 1d20+3 , Power Save (Strength): 1d20+9 , Logic Save (Intelligence): 1d20 , Ego Save (Charisma): 1d20 |
HP | 50 3d12+26 - Immunities N/A - Weaknesses N/A - Resistances Resist (5) Cold, Bludgeoning, Slashing |
Speed | 60 feet swim |
Melee | Melee, Bite: 1d20+9 to hit. 2d6+5 piercing damage Melee, Tusk: 5 foot reach. 1d20+11 to hit. 1d10+5 piercing damage. |
Special Abilities | Adept Swimmer: Narwhals are primarily aquatic animals and as such, like many beasts of the deep, are well adapted to the dangers of ocean currents and poor weather. They count any weather effects as 1 rank lower, including currents, terrain and movement difficulties or penalties imposed by stormy weather and choppy seas. Armored Hide (3): +3 Natural Armor to their Armor Class. Aquatic: This creature is an aquatic creature by nature and cannot really move or survive on dry land, despite the fact that it breathes air. If caught on dry land its own body weight will basically crush its lungs eventually, so it will start to suffocate. Aquatic Echolocation: An Narwhal counts its echolocation as a precise sense, but only underwater, granting it +2 to Perception Checks made underwater to notice anything within 120 feet of it. Bulky: 1/2 Constitution Modifier as a Deflection bonus to AC. Cold Adaptation: They naturally reduce the environmental effects of cold weather conditions by 1 step. Environmental Familiarity (Aquatic): This creature is naturally very comfortable and evolved to be in the water, and suffers no negative effects for aquatic terrain, no movement punishments. Impaling Charge: The narwhal may move up to twice its movement speed but must end the movement within its melee range to a target. It makes a tusk attack at the end of this movement. If the narwhal moved at least 20 feet and lands the attack, the target is considered grabbed and restrained. If the attack hits, it deals an extra 1d10 points of damage. Iron Lungs: Narwhals can hold their breath up to 30 minutes, which is not the longest of any marine mammal by any stretch, but is more than long enough for its purposes. Lowlight Vision: 60 feet |
Advancement/Alteration Options |