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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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Narwhale<br />

Large Magical Beast (<strong>Aquatic</strong>)<br />

Hit Dice: 11d10+66 (126 hp)<br />

Initiative: +2<br />

Speed: Swim 50 ft. (10 squares)<br />

Armor Class: 21 (-1 size, +2 Dex, +10<br />

natural), touch 11, flat-footed 19<br />

Base Attack/Grapple: +11/+22<br />

Attack: Gore +21 melee (2d6+14)<br />

Full Attack: Gore +21 melee (2d6+14)<br />

Space/Reach: 10 ft./10 ft.<br />

Special Attacks: Purifying touch, skewer<br />

Special Qualities: Blindsight 120 ft.,<br />

damage reduction 15/magic, darkvision<br />

60 ft., hold breath, immunities, low-light<br />

vision, magic circle against evil, resistance<br />

to cold 30, sea lore, spell-like abilities, spell<br />

resistance 20, whale song, wild empathy<br />

Saves: Fort +13, Ref +9, Will +9<br />

Abilities: Str 24, Dex 14, Con 22, Int 16,<br />

Wis 23, Cha 22<br />

Skills: Heal +16, Knowledge (arcana) +13,<br />

Knowledge (nature) +13, Listen +15*,<br />

Spellcraft +15, Spot +15*, Survival +10<br />

(+12 in aboveground natural environments),<br />

Swim +15<br />

Feats: Cleave, Endurance, Improved<br />

Natural Attack (gore), Power Attack<br />

Environment: Temperate and cold aquatic<br />

Organization: Solitary or pair<br />

Challenge Rating: 14<br />

Treasure: Standard<br />

Alignment: Always neutral good<br />

Advancement: By character class<br />

Level Adjustment: –<br />

Narwhales are large mottled white or gray attack with <strong>the</strong>ir horns and use <strong>the</strong>ir spell-like<br />

whales with a single bone horn several feet in abilities to keep <strong>the</strong>mselves protected and healed.<br />

length protruding from <strong>the</strong>ir forehead. Narwhales A narwhale horn is a +4 magic weapon (as<br />

are well known for <strong>the</strong>ir magical powers and indicated in stat block). It functions as a +4 spear<br />

wisdom among healers, mystics, and teachers <strong>of</strong> if removed from <strong>the</strong> creature. <strong>The</strong> horn’s magic<br />

<strong>the</strong> seas. Found in <strong>the</strong> colder regions <strong>of</strong> <strong>the</strong> ocean, fades with time after removal, losing 1 point <strong>of</strong><br />

<strong>the</strong>y show <strong>the</strong>mselves rarely, appearing to aid enhancement bonus per month until <strong>the</strong> magic is<br />

those who seek knowledge and guidance or to put gone. <strong>The</strong> horn also loses its purifying touch power<br />

down those who seek to do harm.<br />

over time if removed from <strong>the</strong> narwhale, becoming<br />

Although <strong>the</strong>y are powerful warriors, <strong>the</strong>se inert after four months; any magical items to be<br />

creatures prefer <strong>the</strong> role <strong>of</strong> advisor and are always created with <strong>the</strong> horn as an ingredient must be<br />

ready to help o<strong>the</strong>rs with knowledge or advice. <strong>The</strong>y made before its powers fade.<br />

are renowned for helping heroes complete quests Purifying Touch (Su): <strong>The</strong> narwhales horn<br />

through counsel and are riddle masters with few is charged with positive energy, making it a very<br />

peers under <strong>the</strong> waves. Many rulers <strong>of</strong> aquatic realms potent weapon against undead. If <strong>the</strong> narwhale<br />

are said to seek <strong>the</strong>ir council in times <strong>of</strong> strife. strikes an undead creature with its horn attack, <strong>the</strong><br />

Narwhale horns are a potent ingredient when undead takes double damage.<br />

making healing items. A single horn can reduce Skewer (Ex): When a narwhale makes a<br />

<strong>the</strong> cost <strong>of</strong> such magic items by 3,000 gp, even charge attack using its horn, <strong>the</strong> threat range <strong>of</strong> <strong>the</strong><br />

completely eliminating <strong>the</strong> cost if <strong>the</strong> item costs horn increases to 19-20 and deals triple damage.<br />

less than that. This spurs many less-respectable Blindsight (Ex): Narwhales can “see” by<br />

creatures to seek out narwhales in <strong>the</strong> hope <strong>of</strong> emitting high-frequency sounds, inaudible to most<br />

harvesting <strong>the</strong>ir horns. Narwhales speak Aquan, o<strong>the</strong>r creatures, that allow <strong>the</strong>m to locate objects and<br />

Elven, Orcam and usually Common. <strong>The</strong>y can also creatures within 120 feet. A silence spell negates this<br />

communicate using <strong>the</strong>ir whale song ability. and forces <strong>the</strong> narwhale to rely on its vision, which<br />

Combat<br />

is approximately as good as a human’s.<br />

If attacked by a superior force, a narwhale<br />

Hold Breath (Ex): A narwhale can hold its<br />

flees and seeks help, only fighting if given no<br />

breath for a number <strong>of</strong> minutes equal to its 10 x its<br />

o<strong>the</strong>r choice. If it thinks it can defeat <strong>the</strong> force,<br />

Constitution score before it risks drowning.<br />

<strong>the</strong> narwhale fights alone and flees only as a last<br />

Immunities (Ex): Narwhales have immunity<br />

resort. <strong>The</strong>se creatures have allies at <strong>the</strong>ir sides<br />

against poison, charm effects, disease, and all<br />

when possible, especially when taking <strong>of</strong>fensive<br />

forms <strong>of</strong> compulsion.<br />

action. <strong>The</strong>ir allies’ are typically orcam, tritons,<br />

Magic Circle against Evil (Su): This ability<br />

war whales o<strong>the</strong>r animals <strong>of</strong> <strong>the</strong> sea. Narwhales<br />

continuously duplicates <strong>the</strong> effect <strong>of</strong> <strong>the</strong> spell. A<br />

187<br />

14

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