WhalesteedCreature 0
Perception +7 (echolocation (precise) 120 feet, low light vision)
Languages none
Skills Athletics +6
Str +2, Dex +3, Con +2, Int -4, Wis +3, Cha +0
AC 15; Fort +6; Reflex +7; Will +5;
HP 16
Speed 0 feet (swim 60 feet)
Snout
+6 (+1, -4) to hit 1d6+2 BludgeoningJaws
+6 (+1, -4) to hit (unarmed) 1d6+2 PiercingAquatic Echolocation
A whalesteed can use its hearing as a precise sense at the listed range, but only underwater.
Deep BreathA whalesteed can hold its breath for 2 hours.
Ramming Speed
The whalesteed Swims twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll. A Large or smaller creature hit by this attack must succeed at a DC 16 fortitude save or be Slowed 1 for 1 round.
Whalesteeds were first tamed in the Shackles as part of an ambush between rival pirate captains. Whalesteed riders are still an unusual sight, as learning to master the skill takes years of training.
Traits
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.
AnimalAn 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.