Narwhal
An arctic 'unicorn of the sea' rams with a spiraling tusk, impaling and grabbing prey after a running charge through open water.
The narwhal is the "unicorn of the sea," a pale arctic whale crowned with a single long, spiraling tusk. Some aquatic or amphibious beings capture narwhals for use as mounts, making use of their speed, endurance, and tusk attack.
In play
Impaling Charge [Two Actions] 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 Escapes before then (DC 20). The narwhal can't Grapple to extend the duration of this grab.
Level 3
Perception +10 · Senses aquatic echolocation 120 feet, low-light vision · Skills Athletics +10
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | +3 | +4 | -4 | +3 | +0 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 18 | +9 | +10 | +8 |
HP 50 · Resistances cold 5
Speed swim 60 feet
Actions
- Melee Tusk [Single Action] +12 (reach 10 ft), Damage 1d10+5 piercing
- Melee Jaws [Single Action] +12, Damage 1d8+5 piercing