Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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9 War Whale<br />
Huge Animal<br />
Hit Dice: 12d8+72 (126 hp)<br />
Initiative: +2<br />
Speed: Swim 50 ft. (10 squares)<br />
Armor Class: 20 (-2 size, +2 Dex, +6 natural, +4<br />
scale barding), touch 10, flat-footed 18<br />
Base Attack/Grapple: +9/+25<br />
Attack: Bite +15 melee (2d6+12/19-20)<br />
Full Attack: Bite +15 melee (2d6+12/19-20)<br />
Space/Reach: 15 ft/10 ft.<br />
Special Attacks: Improved grapple, rage, ram<br />
(2d8+12), shake.<br />
Special Qualities: Battle training, blindsight 120<br />
War whales are killer whales trained as war<br />
mounts, raised from birth to carry orcam warriors into<br />
battle (page 11). Bred for strength and intelligence,<br />
<strong>the</strong>y are kept in special training groups for most<br />
<strong>of</strong> <strong>the</strong>ir young lives. Warriors and whales grow up<br />
toge<strong>the</strong>r, learning pod defense, and are willing to<br />
sacrifice <strong>the</strong>ir lives for <strong>the</strong> good <strong>of</strong> <strong>the</strong> whole. Once a<br />
training group reaches adolescence it is ready to take<br />
its place among <strong>the</strong> pod’s defenders, and returns to<br />
live among <strong>the</strong> rest <strong>of</strong> <strong>the</strong> community.<br />
War whales spend most <strong>of</strong> <strong>the</strong>ir time near<br />
<strong>the</strong>ir pod, alternately patrolling with <strong>the</strong>ir orcam<br />
partner, resting, and seeing to <strong>the</strong> o<strong>the</strong>r needs <strong>of</strong> <strong>the</strong><br />
community. When a threat is sighted, all <strong>the</strong> war<br />
whales ga<strong>the</strong>r toge<strong>the</strong>r, match up with <strong>the</strong>ir riders, and<br />
head out to face <strong>the</strong> threat. If for some reason a rider<br />
is incapacitated, <strong>the</strong> whale fights as long as possible<br />
by itself, dying if necessary to defend <strong>the</strong> pod.<br />
Combat<br />
War whales follow <strong>the</strong>ir riders’ commands<br />
during combat. Riders typically direct <strong>the</strong>ir mounts to<br />
bite or ram opponents as <strong>the</strong> situation demands. If <strong>the</strong><br />
whale has no rider, its reaction depends on its distance<br />
from <strong>the</strong> pod. If attacked far from its fellows, it tries to<br />
return to its group, but if attacked near its pod <strong>the</strong> whale<br />
immediately gives a warning call and fights back.<br />
If possible before entering combat, whales take<br />
a deep breath to maximize <strong>the</strong> time <strong>the</strong>y can remain<br />
submerged. A group <strong>of</strong> mounted orcam warriors<br />
all surfacing in tandem before submerging is an<br />
intimidating sight indeed.<br />
Battle Training (Ex): All war whales are<br />
trained to attack in tandem with <strong>the</strong>ir riders. <strong>The</strong> rider<br />
directs <strong>the</strong>m and each whale fights in such a way that<br />
<strong>the</strong>ir companions can also attack if <strong>the</strong>y make a DC 5<br />
Ride check. A battle-trained war whale also comes if<br />
it hears its name called through whale song.<br />
Blindsight (Ex): War whales can “see” by<br />
emitting high-frequency sounds, inaudible to most<br />
o<strong>the</strong>r creatures, that allow <strong>the</strong>m to locate objects and<br />
creatures within 120 feet. A silence spell negates this<br />
and forces <strong>the</strong> whale to rely on its vision, which is<br />
approximately as good as a human’s.<br />
168<br />
ft., hold breath, low-light vision, resistance to cold<br />
10, whale song<br />
Saves: Fort +14, Ref +10, Will +6<br />
Abilities: Str 27, Dex 15, Con 22, Int 2, Wis 14,<br />
Cha 8<br />
Skills: Listen +13*, Spot +13*, Swim +18<br />
Feats: Alertness, Diehard, Endurance, Improved<br />
Critical (bite), Run<br />
Environment: Any aquatic<br />
Organization: Squad (6-11) or pod (12-50)<br />
Challenge Rating: 9<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 13-24 HD (Huge), 25-36 HD<br />
(Gargantuan)<br />
Level Adjustment: -<br />
Hold Breath (Ex): A war whale can hold<br />
its breath for a number <strong>of</strong> rounds equal to 8x its<br />
Constitution score before it risks drowning.<br />
Rage (Ex): Three times per day, a war whale<br />
can enter a state <strong>of</strong> fierce rage that lasts 11 rounds. <strong>The</strong><br />
following changes are in effect as long as it rages: AC<br />
18 (touch 8, flat-footed 16); hp increased by 24; Atk<br />
+19 melee (2d6+15/19-20, bite); Full Atk +19 melee<br />
(2d6+15/19-20, bite); SV Fort +16, Will +8; Str 31,<br />
Con 26; Swim +20. At <strong>the</strong> end <strong>of</strong> his rage, <strong>the</strong> war<br />
whale is fatigued for <strong>the</strong> remainder <strong>of</strong> <strong>the</strong> encounter. A<br />
war whale can end its rage early.<br />
When in a rage, <strong>the</strong> creature still obeys its<br />
rider’s commands, but any Ride checks have <strong>the</strong>ir DCs<br />
increased by 10. A war whale can enter a rage 3/day.<br />
Ram (Ex): When making a charge attack, <strong>the</strong><br />
war whale may choose to ram <strong>the</strong> target. This does<br />
2d8+12 damage and acts as a Bull Rush attack on <strong>the</strong><br />
target but does not provoke an attack <strong>of</strong> opportunity.<br />
Shake (Ex): If a war whale confirms a critical<br />
hit with its bite attack against a Medium or smaller<br />
target, it can shake <strong>the</strong> target instead <strong>of</strong> dealing<br />
extra damage. If it chooses to shake, <strong>the</strong> whale may<br />
immediately make a free grapple attempt against <strong>the</strong><br />
target without provoking attacks <strong>of</strong> opportunity. If<br />
successful, <strong>the</strong> target is grappled and takes <strong>the</strong> war<br />
whale’s bite damage each round it remains grappled.<br />
<strong>The</strong> whale’s rider may attack <strong>the</strong> shake victim with a<br />
+2 circumstance bonus to its attack rolls.<br />
Whale Song (Ex): War whales can be trained<br />
to use whale song to communicate over vast distances<br />
underwater. <strong>The</strong>y can communicate with o<strong>the</strong>r whales<br />
up to 100 miles away, or orcam up to 5 miles distant,<br />
but can only convey <strong>the</strong> most basic <strong>of</strong> information in<br />
this manner.<br />
Skills: War whales have a +8 racial bonus on<br />
any Swim checks. War whales can always choose<br />
to take 10 on a Swim check, even if distracted or<br />
endangered. <strong>The</strong>y can use <strong>the</strong> run action while<br />
swimming, provided <strong>the</strong>y swim in a straight line.<br />
*War whales have a +4 racial bonus to Spot and<br />
Listen checks. <strong>The</strong>se bonuses are lost if its blindsight<br />
is negated.