Whale, Orca (CR 5)
Alignment: Always Neutral
Initiative: +2 (Dex); Senses: blindsight 120 ft., low-light vision, Listen +14*, and Spot +14*
AC: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Hit Dice: 9d8+48 (88 hp)
Fort +11, Ref +8, Will +5
Speed: Swim 50 ft.
Space: 15 ft./10 ft.
Base Attack +6; Grapple +22
Attack: Bite +12 melee
Full Attack: Bite +12 melee
Damage: Bite 2d6+12
Special Attacks/Actions: -
Abilities: Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6
Special Qualities: hold breath
Feats: Alertness; Endurance; Run; Toughness
Skills: Listen +14*, Spot +14*, and Swim +16
Advancement: 10-13 HD (Huge); 14-27 HD (Gargantuan)
Climate/Terrain: Cold aquatic
Organization: Solitary or pod (6-11)
These ferocious creatures are about 30 feet long; they eat fish, squid, seals, and other whales.
Blindsight (Ex): Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human's.
Skills: Whales gain a +4 racial bonus to Spot and Listen checks. These bonuses are lost if Blindsight is negated.