Narwhal
Creature 3 — animal, aquatic
Pre-Remaster content. May include legacy alignment.
Narwhals are mid-sized whales known for the long tusk that grows from their nose. The tusk, forming from a protruding canine tooth, appears primarily on males and can grow up to 10 feet in length over the course of an adult narwhal's life. In addition to helping the narwhal attract mates (much like a peacock's feathers), the tusk can serve as a weapon. Like dolphins, narwhals communicate via clicks and whistles, and they use sound to navigate and hunt. They congregate in groups of five to 10, e
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +10
Skills athletics +10
Str
+5
Dex
+3
Con
+4
Int
-4
Wis
+3
Cha
+0
AC 18
Fort +9
Ref +10
Will +8
HP 50
Resistances cold 5
Speed 0 feet, swim 60 feet
Offense
Melee Tusk +12, Damage 1d10+5 piercing
Melee Jaws +12, Damage 1d8+5 piercing
Abilities
Aquatic Echolocation (Precise) 120 feet — A narwhal can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath — A narwhal can hold its breath for 30 minutes.
Impaling Charge — The narwhal Swims twice and makes a tusk Strike. If it moved at least 20 feet from its starting position, the narwhal deals an extra 1d10 damage on this Strike.
A target damaged by Impaling Charge is Grabbed until the start of the narwhal's next turn unless it Escapes before then (DC 20).
The narwhal can't Grapple to extend the duration of this grab.
Run Narwhal in the encounter builder — free, no install.
Open in PathfinderGM →