Size:
Large
Type:
Animal
Form:
whale
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Hold Breath
The creature can hold its breath for a number of minutes equal to its Constitution score times 10 before it risks drowning.
Action
1 horn
2-12
Action
bite
1 * bite (1d8)
Action
horn
1 * horn (2d6)
Action
ram
1 * bite (3d20) or 1 * ram (6d6 hull damage)
Special
Horn
Is worth 1d6 * 1,000gp. Rumours say a narwhal's horn vibrates when evil is near.
Special
Swallow whole
An attack roll of 4 or more than the target number required indicates a human-sized (or smaller) victim is swallowed. Inside the whale's belly: suffer 3d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.
Special
Ram ships
10% likely to attack vessels

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Special
Hold Breath (Ex)
Narwhals are expert deep divers, and a narwhal can hold its breath a number of minutes equal to 2 times its Constitution score.
Special
Tusk (Ex)
A charging narwhal can make a single gore attack with its tusk in place of its normal bite attack. If it hits, the tusk deals 2d6+14 points of damage with a ×3 critical multiplier.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Aquatic Echolocation
A narwhal can use its hearing as a precise sense at the listed range, but only underwater.
Ability
Deep Breath
A narwhal can hold its breath for 30 minutes.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
tusk +12 [+7/+2] (reach 10 feet), Damage 1d10+5 piercing
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
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.
Perception
aquatic echolocation 120 feet
low-light vision
Resistance
cold 5