the Jester
Legend
WHALE
In Cydra, whales are fully sentient and a very important group of aquatic races. Cetaceans in general are the ‘good guys of the sea,’ with ancient whales being renowned as sages or legendary diplomats. Some, too, are extraordinarily dangerous warriors.
NARWHAL EXPLORER--- Level 14 Skirmisher
Large natural magical beast (whale)--- XP 1000
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Initiative +14; Senses Perception +17, blindsight 16 (in water only)
HP 144; Bloodied 72
AC 28; Fortitude 28; Reflex 26; Will 26
Resist cold 15
Speed swim 9
---
[Melee basic] Horn Stab (standard; at will): Reach 2; +19 vs. AC; 2d8+5 damage.
[Melee] Narwhal Charge (standard; at will): The narwhal moves 8 and attacks: +20 vs. AC; 3d6+5 damage.
Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
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Alignment good; Languages Green Speech, Whale
Skills Endurance +19, Perception +17
Str 20; Dex 20; Wis 20
Con 24; Int 12; Cha 11
ORCA WARRIOR--- Level 18 Soldier
Huge natural magical beast (whale)--- XP 2000
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Initiative +16; Senses Perception +20; blindsight 16 (in water only)
HP 173; Bloodied 86
AC 34; Fortitude 32; Reflex 29; Will 30
Speed swim 10
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[Melee basic] Bite (standard; at will): +25 vs. AC; 2d8+7 damage.
[Melee] Leaping Attack (standard; at will): The orca warrior jumps 2 squares (even up out of the water) and makes an attack: +21 vs. Reflex; 3d8+7 damage.
Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
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Alignment good; Languages Green Speech, Whale
Skills Athletics +22, Endurance +19, Perception +20
Str 26; Dex 21; Wis 22
Con 21; Int 13; Cha 16
SPERM WHALE ASCETIC--- Level 24 Soldier
Gargantuan natural magical beast (whale)--- XP 6,050
---
Initiative +17; Senses Perception +25; blindsight 16 (in water only)
HP 230; Bloodied 115
AC 40; Fortitude 38; Reflex 33; Will 36
Speed swim 9
---
[Melee basic] Bite (standard; at will): Reach 2; +31 vs. AC; 4d6+8 damage.
[Melee] Fluke (standard; at will): Reach 3; +31 vs. AC; 3d6+8 damage, and target is stunned (save ends)
Mind Over Matter (immediate reaction; when affected by a condition that a saving throw; at will): The sperm whale ascetic makes an immediate saving throw to end the effect.
Asceticism (minor; only when bloodied; encounter) Healing: The sperm whale ascetic regains 57 hit points and gains resist all 5 until the end of its next turn.
Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
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Alignment good; Languages Green Speech, Whale
Skills Athletics +26, Endurance +27, Perception +25
Str 28; Dex 16; Wis 26
Con 30; Int 20; Cha 20
BLUE WHALE MAGE--- Level 30 Elite Controller
Gargantuan natural magical beast (whale) --- XP 19,000
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Initiative +18; Senses Perception +30; blindsight 24 (in water only)
HP 496; Bloodied 248
AC 46; Fortitude 45; Reflex 45; Will 46
Speed swim 12
---
[Melee basic] Tail Fluke (standard; at will): Reach 3; +35 vs. AC; 3d8+10 damage and target is pushed 2.
[Ranged] Enchanting Whalesong (standard; at will) Charm, Thunder: Range 20; +34 vs. Will; target is immobilized (save ends).
[Ranged] Icy Tide (standard; recharge 5 6) Cold: +34 vs. Reflex; 2d8+10 cold damage and target slides 3 squares.
[Area] Stunning Whalesong (standard; recharge 6) Thunder: Burst 3 within 10; targets each creature in burst; +32 vs. Will; 4d10+9 thunder damage and target is stunned (save ends).
[Close] Shocking Rebuttal (immediate reaction; when hit by a close or melee attack; at will) Lightning: Burst 2; attacks each enemy in burst; +32 vs. Reflex; 5d10+9 lightning damage and the target is dazed (save ends).
Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
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Alignment lawful good; Languages Green Speech, Whale
Skills Athletics +29, Endurance +29, Perception +30
Str 28; Dex 16; Wis 30
Con 28; Int 32; Cha 25
In Cydra, whales are fully sentient and a very important group of aquatic races. Cetaceans in general are the ‘good guys of the sea,’ with ancient whales being renowned as sages or legendary diplomats. Some, too, are extraordinarily dangerous warriors.
NARWHAL EXPLORER--- Level 14 Skirmisher
Large natural magical beast (whale)--- XP 1000
---
Initiative +14; Senses Perception +17, blindsight 16 (in water only)
HP 144; Bloodied 72
AC 28; Fortitude 28; Reflex 26; Will 26
Resist cold 15
Speed swim 9
---
[Melee basic] Horn Stab (standard; at will): Reach 2; +19 vs. AC; 2d8+5 damage.
[Melee] Narwhal Charge (standard; at will): The narwhal moves 8 and attacks: +20 vs. AC; 3d6+5 damage.
Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment good; Languages Green Speech, Whale
Skills Endurance +19, Perception +17
Str 20; Dex 20; Wis 20
Con 24; Int 12; Cha 11
ORCA WARRIOR--- Level 18 Soldier
Huge natural magical beast (whale)--- XP 2000
---
Initiative +16; Senses Perception +20; blindsight 16 (in water only)
HP 173; Bloodied 86
AC 34; Fortitude 32; Reflex 29; Will 30
Speed swim 10
---
[Melee basic] Bite (standard; at will): +25 vs. AC; 2d8+7 damage.
[Melee] Leaping Attack (standard; at will): The orca warrior jumps 2 squares (even up out of the water) and makes an attack: +21 vs. Reflex; 3d8+7 damage.
Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment good; Languages Green Speech, Whale
Skills Athletics +22, Endurance +19, Perception +20
Str 26; Dex 21; Wis 22
Con 21; Int 13; Cha 16
SPERM WHALE ASCETIC--- Level 24 Soldier
Gargantuan natural magical beast (whale)--- XP 6,050
---
Initiative +17; Senses Perception +25; blindsight 16 (in water only)
HP 230; Bloodied 115
AC 40; Fortitude 38; Reflex 33; Will 36
Speed swim 9
---
[Melee basic] Bite (standard; at will): Reach 2; +31 vs. AC; 4d6+8 damage.
[Melee] Fluke (standard; at will): Reach 3; +31 vs. AC; 3d6+8 damage, and target is stunned (save ends)
Mind Over Matter (immediate reaction; when affected by a condition that a saving throw; at will): The sperm whale ascetic makes an immediate saving throw to end the effect.
Asceticism (minor; only when bloodied; encounter) Healing: The sperm whale ascetic regains 57 hit points and gains resist all 5 until the end of its next turn.
Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment good; Languages Green Speech, Whale
Skills Athletics +26, Endurance +27, Perception +25
Str 28; Dex 16; Wis 26
Con 30; Int 20; Cha 20
BLUE WHALE MAGE--- Level 30 Elite Controller
Gargantuan natural magical beast (whale) --- XP 19,000
---
Initiative +18; Senses Perception +30; blindsight 24 (in water only)
HP 496; Bloodied 248
AC 46; Fortitude 45; Reflex 45; Will 46
Speed swim 12
---
[Melee basic] Tail Fluke (standard; at will): Reach 3; +35 vs. AC; 3d8+10 damage and target is pushed 2.
[Ranged] Enchanting Whalesong (standard; at will) Charm, Thunder: Range 20; +34 vs. Will; target is immobilized (save ends).
[Ranged] Icy Tide (standard; recharge 5 6) Cold: +34 vs. Reflex; 2d8+10 cold damage and target slides 3 squares.
[Area] Stunning Whalesong (standard; recharge 6) Thunder: Burst 3 within 10; targets each creature in burst; +32 vs. Will; 4d10+9 thunder damage and target is stunned (save ends).
[Close] Shocking Rebuttal (immediate reaction; when hit by a close or melee attack; at will) Lightning: Burst 2; attacks each enemy in burst; +32 vs. Reflex; 5d10+9 lightning damage and the target is dazed (save ends).
Waterborn: While in water, a whale gets +2 on attack rolls against creatures without a swim speed.
---
Alignment lawful good; Languages Green Speech, Whale
Skills Athletics +29, Endurance +29, Perception +30
Str 28; Dex 16; Wis 30
Con 28; Int 32; Cha 25