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Monsters

Narwhal

AC 18

commonAnimalAquatic
Lvl 3AnimalAquatic
AC
18
HP
50
Perc
+10
Fort
+9
Ref
+10
Will
+8
STR
+5
DEX
+3
CON
+4
INT
-4
WIS
+3
CHA
+0
Speedswim 60 ft
Actions
  • tusk +12 1d10+5 piercing reach 10 ft
  • jaws +12 1d8+5 piercing
AC
18
HP
50
STR
+5
DEX
+3
CON
+4
INT
-4
WIS
+3
CHA
+0

AC 18

Fort +9

Ref +10

Will +8

HP 50

Speed swim 60 feet

Melee

[Single Action]

tusk +12 (reach 10 feet),

Damage 1d10+5 piercing

Melee

[Single Action]

jaws +12,

Damage 1d8+5 piercing

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.

Some aquatic or amphibious beings capture narwhals for use as mounts, making use of their speed, endurance, and tusk attack.