Kryx RPGThemes

Killer Whale

Huge animal
Challenge
3

STR
4
DEX
0
CON
1
INT
−4
WIS
1
CHA
−2

90
12d12+12
14
Soak
1
Fort
+1
Ref
+3
Will
+0
Defense note natural armor

Speed 0 m., swim 10 m.
Skills Insight +1 (12), Perception +2 (13)
Senses blindsight 20 m.

Echolocation. The killer whale can’t use its blindsight while deafened.

Hold Breath. The killer whale can hold its breath for 30 minutes.

Keen Hearing. The killer whale has advantage on Perception checks that rely on hearing.

Maneuvers. The killer whale uses maneuvers (maneuver save Difficulty 14). It has 6 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: charge, fearsome beast, spring attack, sprint

Actions (1)

Bite. Melee Weapon Attack: +5 to hit. Hit: 21 (5d6 + 4) piercing damage.

Underwatersrd

Maneuvers

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.