Orca Species in Mannaheim | World Anvil
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Orca

The orca resembles the dolphin in many way; however, it is very powerful predator. It uses its intelligence to its advantage often playing with its prey to lead it astray while the rest of its pod moves in for the kill. There are accounts where these whale will playful leap out of the water as if to do tricks near a vessel but will progressively become more reckless using their bodies to capsize the ship. There is no limit to what orcas will attempt to hunt, using their superior coordination and communication through echolocation to hunt their prey.  

Orca CR: 3 (700 XP)

Huge beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 68 (8D12 + 12)
Speed: , swim: 50 ft

STR

19 +4

DEX

14 +2

CON

14 +2

INT

8 -1

WIS

17 +3

CHA

12 +1

Skills: Athletics +6, Acrobatics +4, Performance +5, Deception +5, Perception +7
Damage Resistances: Cold
Senses: blindsight 120ft., darkvision 120ft., passive Perception 17
Challenge Rating: 3 (700 XP)

Echolocation. The orca can't use its blindsight while deafened.   Hold Breath. The orca can hold its breath for 90 minutes.   Keen Scenses. The orca has advantage on Wisdom (Perception) checks that rely on hearing or sight.   Stunning Dive. If the orca swims at least 30ft. straight towards a target and then hits it with a bite attack on the same turn, the target must succeed a DC 14 saving throw or become stunned until the end of its next turn.   Siege Monster. The killer whale deals double damage to buildings and structures   Pack Tactics. The harlequin whale has advantage on an attack roll against a creature if at least one of the leviathan's allies is within 5ft. of the creature and the ally is not incapacitated.

Actions

Bite. Melee Weapon Attack. +6 to hit:, 5ft., , one target. Hit 15(2d10+4) piercing damage.


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