Elsewhale (CR 7)
AC: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15
Hit Dice: 12d10+87 (153 hp)
Fort +15, Ref +9, Will +6
Speed: Swim 40 ft.
Space: 20 ft./15 ft.
Base Attack +12; Grapple +36
Attack: Bite +20 melee
Full Attack: Bite +20 melee and tail slap +15 melee
Damage: Bite 4d6+12, Tail slap 1d8+6
Special Attacks/Actions: -
Abilities: Str 35, Dex 13, Con 24, Int 7, Wis 14, Cha 16
Special Qualities: carry passengers, hold breath, spell-like abilities
Feats: Alertness; Diehard; Endurance; Improved Natural Attack (bite); Toughness
Skills: Listen +16*, Spot +15*, and Swim +20
Advancement: 13-18 HD (Gargantuan); 19-36 HD (Colossal)
Climate/Terrain: Temperate aquatic
Organization: Solitary or pod (6-11)
Carry Passengers (Ex): An elsewhale can carry up to 1 Large, 4 Medium, or 16 Small creatures in its mouth, without swallowing or otherwise endangering the carried passengers. Only willing passengers may be carried inside the mouth (but unwilling creatures may be caught in the bite grapple). Creatures carried within the closed mouth enjoy a breathable atmosphere for the same period of time that the elsewhale can hold its breath (see below). When carried in the creature's mouth or in its bite grapple, subjects automatically fail their saving throw against the elsewhale's plane shift spell-like ability.
Spell-like Abilities: 1 day - plane shift (DC 19), elsewhale and passengers in mouth or grapple only. Caster level 9th.
Blindsight (Ex): Elsewhbales 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 elsewhale to rely on its vision, which is approximately as good as a human's.
Hold Breath (Ex): An elsewhale can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.
Skills: An elsewhale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*An elsewhale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
Wild elsewhales sometimes choose to grab their foes in a secure bite grapple, shift to another plane's ocean, then leave on their own, allowing the unfamiliar territory to do in their enemies.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.