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NarwhalCreature 3


LargeAnimalAquatic
Source Pathfinder Bestiary 3
Perception +10 (echolocation (precise) 120 feet, low light vision)
Languages none
Skills Athletics +10
Str +5, Dex +3, Con +4, Int -4, Wis +3, Cha +0

AC 18; Fort +9; Reflex +10; Will +8;
HP 50
Speed 0 feet (swim 60 feet)
Resistances Cold 5

Tusk One Action +12 (+7, +2) to hit (reach 10, unarmed) 1d10+5 Piercing
Jaws One Action +12 (+7, +2) to hit (unarmed) 1d8+5 Piercing

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 Two Actions

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.


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, except in the summer when they gather in the hundreds. Adult narwhals are typically 13-18 feet long (not counting the tusk) and weigh 1,500-3,500 pounds.

The similarities between a narwhal's tusk and a unicorn's horn have led to the narwhals' nickname of "sea unicorns," but the narwhal's tusk is not made of the same highly sought material. Legends surrounding narwhals have nevertheless attributed magical characteristics to these remarkable tusks, such as neutralizing poison. Collectors and artisans also value the tusks as an elegant crafting material useful for carvings and other works of art.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.