Size:
Large
Type:
Animal
Form:
whale
Temper:
# App:
± Wild 1d4
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
skirmisher
Ground:
± 180
Climb/Arboreal:
Flight:
Swim:
± 60'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 horn (2d6)
Circumstance: Combat
2d6
Environments
arctic
Aquatic mammals resembling large dolphins with a single tusk
Narwhals are aquatic mammals resembling large dolphins with a single (or rarely, double) tusk protruding straight forward from the mouth. The tusk is helical in shape, and they are sometimes cut short and sold as "unicorn horns." However, they have no particular magical value. Narwhals are found in cold northern seas. They are not particularly aggressive.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 horn
2-12
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
arctic
Action
bite
1 * bite (1d8)
Special
Horn
Is worth 1d6 * 1,000gp. Rumours say a narwhal's horn vibrates when evil is near.
Action
horn
1 * horn (2d6)
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.
Action
ram
1 * bite (3d20) or 1 * ram (6d6 hull damage)
Special
Ram ships
10% likely to attack vessels
Actions/Abilities/Traits: OSE
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
Actions/Abilities/Traits: Pathfinder 2e
Aquatic mammals resembling large dolphins with a single tusk
Narwhals are aquatic mammals resembling large dolphins with a single (or rarely, double) tusk protruding straight forward from the mouth. The tusk is helical in shape, and they are sometimes cut short and sold as "unicorn horns." However, they have no particular magical value. Narwhals are found in cold northern seas. They are not particularly aggressive.
Basic Fantasy Role-Playing Game