Narwhal

Legacy. These stats use the original (pre-Remaster) Pathfinder Second Edition rules from Pathfinder Bestiary 3 (Second Edition).

The Narwhal is a Level 3 creature, with Armor Class 18 and 50 hit points. A powerful arctic cetacean known for its spiraling ivory tusk and keen underwater senses.

Narwhal, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

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. Impaling Charge (2 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.

Common Questions

How much HP does a Narwhal have?

50 hit points.

What level is a Narwhal?

Level 3.

What is a Narwhal's Armor Class?

AC 18.

How fast can a Narwhal move?

Speed swim 60 ft.

Use Narwhal at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Narwhal into a ZapGM campaign and customize it further.

License

Game statistics on this page are Open Game Content, used under the Open Game License v1.0a. The full license and the Section 15 copyright notice are on zapgm.com/legal.

The creature description and artwork are ZapGM Product Identity.

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