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by Jamie Baty

CO, RC 212
Large Magical Beast
Hit Dice: 12d10+72 (138 hp)
Initiative: +3 (+3 Dex)
Speed: swim 60 ft. (12 squares)
Armour Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +12/+20
Attack: Horn +18 melee (2d6 +7)
Full Attack: Horn +18 melee (2d6 +7)
Space/Reach: 10 ft. /5 ft. (10ft with horn)
Special Attacks: -
Special Qualities: Blindsight 120ft, darkvision 60ft., detect evil, hold breath, low-light vision
Saves: Fort +14, Ref +11, Will +9
Abilities: Str 19, Dex 17, Con 23, Int 10, Wis 21, Cha 18
Skills: Listen +19*, Spot +19*, Survival +11, Swim +20
Feats: Alertness, Die Hard, Dodge, Endurance, Run
Environment: Any aquatic
Organisation: Solitary, Pair, or Family (2-5)
Challenge Rating: 7
Treasure: Ivory (1d6 x 1,000 gp)
Alignment: Usually Lawful Good or Lawful Neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

The narwhal is 15' long, grey to white in colour, and has an 8' long spiral horn on its head (like a unicorn). It is an intelligent magical creature, very independent and secretive.
Knowledgeable sailors view these creatures as a sign of good luck and do not take kindly to people that harm them. Wearing narwhal ivory is considered a mark of ill-favour among sailors, and will likely result in the offender being removed from the vessel.

Narwhales are peaceful creatures unless they or other peaceful sealife are threatened. When attacking they will try to lance their foes with their horn, charging if possible. The horn is a +3 magic weapon, though its power fades if removed from the narwhal.

Blindsight (Ex): A narwhal can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow it to locate objects and creatures within 120 feet. A silence spell negates this and forces the narwhal to rely on its vision, which is approximately as good as a human's.

Detect Evil (Sp): This special ability duplicates the effects of a detect evil spell. It can be cast at will.

Hold Breath (Ex): A narwhal can hold its breath for a number of rounds equal to 8 its Constitution score before it risks drowning.

Skills: A narwhal has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A narwhal has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.