Monster Dossier
Narwhal
Narwhal is a fantasy monster entry from source B3.
Traits
nlargeanimalaquatic
Rules & statistics
Monster Profile
Perception
10
Senses
- Name
- aquatic echolocation
- Range
- 120
- Name
- low-light vision
Skills
- Athletics
- 10
Ability Mods
- Str
- 5
- Dex
- 3
- Con
- 4
- Int
- -4
- Wis
- 3
- Cha
- 0
Defenses
- Ac
- 18
- Saving Throws
- Fort
- 9
- Ref
- 10
- Will
- 8
- Hp
- Hp
- 50
Speed
- Swim
- 60
Attacks
- Range
- Melee
- Name
- tusk
- Attack
- 12
- Traits
- reach
- Damage
- 1d10+5 piercing
- Types
- piercing
- Range
- Melee
- Name
- jaws
- Attack
- 12
- Damage
- 1d8+5 piercing
- Types
- piercing
Abilities
- Top
- Entries
- A narwhal can use its hearing as a precise sense at the listed range, but only underwater.
- Name
- Aquatic Echolocation
- Entries
- A narwhal can hold its breath for 30 minutes.
- Name
- Deep Breath
- Bot
- Activity
- Number
- 2
- Unit
- action
- Entries
- 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 Escape||Escapes before then (20). The narwhal can't Grapple to extend the duration of this grab.
- Name
- Impaling Charge
Background
Lore
No lore provided.