Narwhal
CR: 3 XP: 800
N Large animal
Init: +3 Senses: blindsight 120 ft., low-light vision Perception: +12
Defense
AC: 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
hp: 30 (4d8+12)
Fort: +6 Ref: +7 Will: +3
Offense
Speed: swim 80 ft.
Melee: bite +7 (1d8+7)
Space: 10 ft. Reach: 10 ft.
Special Attacks: tusk
Statistics
Str: 21 Dex: 17 Con: 14 Int: 2 Wis: 15 Cha: 6
Base Atk: +3 CMB: +9 CMD: 22 (can’t be tripped)
Feats: Skill Focus (Swim), Toughness
Skills: Perception +12, Swim +20, Racial Modifiers +4 Perception
SQ: hold breath
Ecology
Environment: cold oceans
Organization: solitary, pair, or pod (3–18)
Treasure: none
Description
Hold Breath (Ex) Narwhals are expert deep divers, and a narwhal can hold its breath a number of minutes equal to 2 times its Constitution score.
Tusk (Ex) A charging narwhal can make a single gore attack with its tusk in place of its normal bite attack. If it hits, the tusk deals 2d6+14 points of damage with a ×3 critical multiplier.
Narwhals are skilled hunters in arctic waters, and are known to dive deeper than even much larger cetaceans both in open water and beneath thick sheets of floating ice. A male narwhal possesses a single, 6-foot-long tusk extending from just above its mouth, which it uses to impress females during mating season, engaging in flashy duels with other males. In times of need, the tusks may be used to break through thick ice or even in self-defense, though most narwhals prefer to flee rather than fight. A typical narwhal is about 14 feet long (not including the tusk) and weighs 3,200 pounds.
Whale, Blue This enormous creature has a fluke tail and a wide mouth filled with baleen.
