Narwhal (CR 3)
Alignment: Always neutral
Initiative: +3 (Dex}; Senses: blindsight 120 ft., low-light vision, Listen +12*, and Spot +12*
AC: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Hit Dice: 4d8+16 (34 hp)
Fort +4, Ref +3, Will +2
Speed: Swim 60 ft.
Space: 10 ft./5 ft.
Base Attack +7; Grapple +12
Attack: Tusk +7 melee or slam +7 melee (female)
Damage: Tusk 2d12, slam 1d6
Abilities: Str 21, Dex 17, Con 19, Int 2, Wis 14, Cha 6
Special Qualities: hold breath
Feats: Alertness, Endurance,
Skills: Listen +12*, Spot +12*, and Swim +14
Advancement: 6 HD (Huge)
Climate/Terrain: Any cold ocean
Organization: Solitary or pod (5-10)
The narwhal is common to cold, subarctic waters. It is called the "unicorn of the sea" because of the 6- to 12-foot-long spiral horn that the narwhal uses to dig into the sea floor for shellfish. If a narwhal is provoked, the horn can also be used like a lance to attack. Only a male can develop this horn (which is actually a tooth.). A female attacks by ramming headfirst into its target.
Narwhals are basically peaceful creatures. They may serve as companions or guards for dolphins. They may also be trained and used by aquatic elves.
The carcass of a narwhal is worth 100 gp per Hit Die. The ivory is worth 1d4x10 gp. The ambergris is worth 1d10 x 200 gp.
Hold Breath (Ex): A like other whales, a narwhal can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.