Gentle, telepathic whales that ferry worthy travelers along the great river of the upper planes, balaenas sing foes into peace and refuse passage to anyone with evil intent.
Balaenas look much like big gray whales with bright, knowing eyes. Friendly by nature, they often chat with upper-planar visitors to their waters. They speak by telepathy and fill the role that water fiends play below.
Peaceful and fast, a balaena flees when it can. Pressed, it rams with its head against foes at or below the surface for 2-20, with a 50% chance of knocking the target off balance, but the maneuver needs so much room that it can attack only once every two rounds. Its tail slap strikes everything within 10 yards of the impact in the water for an automatic 2-12, no save, and those hit must save vs. paralyzation to avoid 1-6 rounds of stunning. A stunned air breather left unattended must pass a Constitution check each round or take another 1-4. A balaena never willingly leaves intelligent beings helpless in the water after a slap.
Its song works only underwater on submerged creatures, and it can do nothing else while singing. The song can call nearby balaenas for help or warn them, bringing 1 or 2 in 2-5 rounds 30% of the time (80% on the great river). It can act as a hypnotism, forcing everything within 100 yards to save vs. spell or accept a telepathic suggestion, usually to stop fighting or depart. It can also charm fish and aquatic monsters, though it sets them on enemies only in dire need.
Its leathery skin halves bludgeoning damage, and its keen hearing means it is surprised only on a 1 underwater. It casts know alignment at will and, through telepathy, has a 50% chance of spotting a lie.
Most live alone, but family pods gather in the open seas of the upper planes; half a pod are young of 5 HD (not 9) whose ram deals only 1d10. Lone travelers often have a companion such as a dolphin, a vanguard celestial in whale shape, or a rider.
They are the main transport on the great river that links the good-aligned Outer Planes, much as the river of the underworld connects the lower planes. Travelers summon them two ways: a rite devised by the warriors of the blessed fields, burning a bushel of local grapes mixed with holly leaves on the riverbank (80% chance if done right), or a wizard standing in the river and casting any monster summoning spell, which always works.
The river is vast and perilous, and balaenas are honored for their service, but they choose passengers carefully. They check alignment first and leave if the group is evil. Neutrals are asked about their mission, with lies sensed, and refused unless the cause is good. Yet any intelligent creature in danger in the river, whatever its alignment, is nudged gently to shore.
Harmless and essential, they have no natural foes. Lower-planar fiends, however, often come to the river to trick or force a balaena into carrying them upward, and when that fails they try to capture it or kill it brutally.
More: Monsters starting with B · Planescape monsters · All monsters A-Z
| Climate/Terrain | Upper planar seas and rivers |
|---|---|
| Frequency | Rare |
| Organization | Solitary (pod) |
| Activity Cycle | Any |
| Diet | Omnivore |
| Intelligence | Average (8-10) |
| Treasure | Nil |
| Alignment | Neutral good |
| No. Appearing | 1 (1-6) |
| Armor Class | 4 |
| Movement | Sw 18 |
| Hit Dice | 9 |
| THAC0 | 11 |
| No. of Attacks | ½ |
| Damage/Attack | 2d10 |
| Special Attacks | Tail slap, song |
| Special Defenses | See below |
| Magic Resistance | Nil |
| Size | G (30' long) |
| Morale | Elite (13-14) |
| XP Value | 5,000 |