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PFS StandardNarwhal

Narwhals are mid-sized whales known for the long tusk that grows from their nose. The tusk, forming from a protruding canine tooth, appears primarily on males and can grow up to 10 feet in length over the course of an adult narwhal's life. In addition to helping the narwhal attract mates (much like a peacock's feathers), the tusk can serve as a weapon.

Like dolphins, narwhals communicate via clicks and whistles, and they use sound to navigate and hunt. They congregate in groups of five to 10, except in the summer when they gather in the hundreds. Adult narwhals are typically 13–18 feet long (not counting the tusk) and weigh 1,500–3,500 pounds.

The similarities between a narwhal's tusk and a unicorn's horn have led to the narwhals' nickname of “sea unicorns,” but the narwhal's tusk is not made of the same highly sought material. Legends surrounding narwhals have nevertheless attributed magical characteristics to these remarkable tusks, such as neutralizing poison. Collectors and artisans also value the tusks as an elegant crafting material useful for carvings and other works of art.

Recall Knowledge - Animal (Nature): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

NarwhalCreature 3

Legacy Content

N Large Animal Aquatic 
Source Bestiary 3 pg. 184
Perception +10; aquatic echolocation 120 feet, low-light vision
Skills Athletics +10
Str +5, Dex +3, Con +4, Int -4, Wis +3, Cha +0
Aquatic Echolocation A narwhal can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath A narwhal can hold its breath for 30 minutes.
AC 18; Fort +9, Ref +10, Will +8
HP 50; Resistances cold 5
Speed swim 60 feet
Melee [one-action] tusk +12 [+7/+2] (reach 10 feet), Damage 1d10+5 piercingMelee [one-action] jaws +12 [+7/+2], Damage 1d8+5 piercingImpaling 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.

Sidebar - Related Creatures Narwhals as Mounts

Some aquatic or amphibious beings capture narwhals for use as mounts, making use of their speed, endurance, and tusk attack. As narwhals are simple animals, they serve riders as varied as locathahs, sea devils, sea hags, and tritons.