Elite Karate Killer Whales
Karate Orca Abbot
Awakened Elite Orca 10th level Druid, 4th level Monk
Huge Magical Beast
Hit Dice: 11d10+14d8+175 (298 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 23 (–2 size, +3 Dex, +6 Wisdom, +6 natural), touch 17, flat-footed 20
Base Attack/Grapple: +21/+36
Attack: Bite +26 melee (2d6+10) or unarmed strike +26 melee (3d6+7)
Full Attack: Bite +26 melee (2d6+10) or unarmed strike +26/+21/+16/+11 melee (3d6+7) or flurry of blows +25/+25/+20/+15/+10 melee (3d6+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Flurry of blows, ki strike (magic), spells, unarmed strike, wild shape (4/day, Large)
Special Qualities: Animal companion, blindsight 120 ft., evasion, hold breath, low-light vision, nature sense, resist nature's lure [+4 saves vs Fey], slow fall 20 feet, still mind, trackless step, venom immunity, wild empathy, woodland stride
Saves: Fort +25, Ref +19, Will +22 [+24 vs enchantments]
Abilities: Str 24, Dex 16, Con 24, Int 14, Wis 22, Cha 8
Skills: Concentration +20, Heal +16, Jump +24, Knowledge (nature) +18, Listen +31* (+27 without blindsight), Spellcraft +17, Spot +31* (+27 without blindsight), Survival +15, Tumble +19, Swim +29
Feats: Combat Reflexes, Deflect Arrows (B), Eschew Materials, Iron Will, Lightning Reflexes, Natural Spell, Run, Spell Focus (Transmutation), Spell Penetration, Stunning Fist (B) [Fort DC 28]
Epic Feats: Tenacious Magic (baleful polymorph)
Environment: Cold aquatic
Organization: Solitary or pod (6–11)
Challenge Rating: 15
Treasure: None
Alignment: Always lawful neutral
Advancement: 12–15 HD (Huge); 16–29 HD (Gargantuan)
Level Adjustment: —
Combat
Animal Companion (Ex): The karate orca abbot has an Elasmosaurus as an animal companion:
Elasmosaurus (Huge Animal; Hit Dice 12d8+78 (132 hp); Init +2; Spd 20 ft., swim 50 ft.; Space/Reach 15 ft./10 ft.; AC 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13; BAB/Grapple +8/+24; Attack Bite +14 melee (2d8+12); Full Attack Bite +14 melee (2d8+12); SA —; SQ Evasion, link, share spells, low-light vision, scent; Alignment Always neutral; Saves Fort +16, Ref +10, Will +5; Abilities Str 27, Dex 15, Con 22, Int 2, Wis 13, Cha 9; Feats: Combat Reflexes, Dodge, Great Fortitude, Toughness (2); Skills: Hide -4* (+4 in water), Listen +5, Spot +10, Swim +16; Bonus Tricks 2)
Spells (Sp): 6/5/5/4/4/3, Caster level 10, DC 16 plus spell level (17+level for Transformation spells).
0 level — guidance×2, resistance×2, detect magic, flare
1st level — charm animal, cure light wounds, entangle, longstrider, speak with animals
2nd level — hold animal, barkskin, lesser restoration, owl's wisdom, warp wood
3rd level —greater magic fang, neutralize poison, protection from energy, water breathing
4th level — air walk, control water, dispel magic, freedom of movement
5th level — baleful polymorph (DC22), call lightning storm, stoneskin
Wild Shape (Su): This karate orca abbot prefers to wild shape into a Sea Eagle or Squid for scouting, a Large Shark for spying on Sahuagin, or a Giant Octopus for combat.
Sea Eagle Form (Small Magical Beast; Hit Dice 25 (298 hp); Init +3; Spd 20 ft., fly 90 ft. (average); Space/Reach 5 ft./5 ft. AC 21 (+1 size, +3 Dex, +6 Wisdom, +1 natural), touch 20, flat-footed 18; BAB/Grapple +21/+16; Attack Talons +21 melee (1d4-1) or unarmed strike +21 melee (1d6-1); Full Attack 2 talons +21 melee (1d4-1) and bite +16 melee (1d4-1); or unarmed strike +21/+16/+11/+6 melee (1d6-1); or flurry of blows +20/+20/+15/+10/+5 melee (1d6-1); SA Flurry of blows, ki strike (magic), spells, unarmed strike, wild shape (4/day, Large); SQ Animal companion, blindsight 120 ft., evasion, hold breath, low-light vision, nature sense, resist nature's lure [+4 saves vs Fey], slow fall 20 feet, still mind, trackless step, venom immunity, wild empathy, woodland stride; Saves Fort +21, Ref +19, Will +22 [+24 vs enchantments]; Abilities Str 8, Dex 16, Con 16, Int 14, Wis 22, Cha 8; Feats: Combat Reflexes, Deflect Arrows (B), Spell Focus (Transmutation), Eschew Materials, Iron Will, Lightning Reflexes, Natural Spell, Run, Spell Penetration, Stunning Fist (B) [Fort DC 28]; Epic Feat: Tenacious Magic (baleful polymorph); Skills: Concentration +16, Heal +16, Jump +0, Knowledge (nature) +18, Listen +31* (+27 without blindsight), Spellcraft +17, Spot +31* (+27 without blindsight), Survival +15, Tumble +19, Swim +13)
Squid Form (Medium Magical Beast (Aquatic); Hit Dice 25 (298 hp); Init +4; Spd Swim 70 ft.; Space/Reach 5 ft./5 ft. AC 23 (+4 Dex, +6 Wisdom, +3 natural), touch 20, flat-footed 19; BAB/Grapple +21/+22; Attack Arms +22 melee (0) or unarmed strike +22 melee (1d8+1); Full Attack Arms +22 melee (0) and bite +17 melee (1d6+1); or unarmed strike +22/+17/+12/+7 melee (1d8+1); or flurry of blows +21/+21/+16/+11/+6 melee (1d8+1); SA Flurry of blows, ki strike (magic), improved grab, spells, unarmed strike, wild shape (4/day, Large); SQ Animal companion, blindsight 120 ft., evasion, hold breath, ink cloud, jet, low-light vision, nature sense, resist nature's lure [+4 saves vs Fey], slow fall 20 feet, still mind, trackless step, venom immunity, wild empathy, woodland stride; Saves Fort +20, Ref +20, Will +22 [+24 vs enchantments]; Abilities Str 12, Dex 18, Con 14, Int 14, Wis 22, Cha 8; Feats: Combat Reflexes, Deflect Arrows (B), Spell Focus (Transmutation), Eschew Materials, Iron Will, Lightning Reflexes, Natural Spell, Run, Spell Penetration, Stunning Fist (B) [Fort DC 28]; Epic Feat: Tenacious Magic (baleful polymorph); Skills: Concentration +15, Heal +16, Jump +22, Knowledge (nature) +18, Listen +31* (+27 without blindsight), Spellcraft +17, Spot +31* (+27 without blindsight), Survival +15, Tumble +20, Swim +23)
Large Shark Form (Large Magical Beast (Aquatic); Hit Dice 25 (298 hp); Init +3; Spd Swim 70 ft.; Space/Reach 10 ft./5 ft. AC 22 (-1 size, +3 Dex, +6 Wisdom, +4 natural), touch 18, flat-footed 19; BAB/Grapple +21/+27; Attack Bite +21 melee (1d8+3) or unarmed strike +21 melee (2d6+2); Full Attack Bite +21 melee (1d8+3); or unarmed strike +21/+16/+11/+6 melee (2d6+2); or flurry of blows +20/+20/+15/+10/+5 melee (2d6+2); SA Flurry of blows, ki strike (magic), spells, unarmed strike, wild shape (4/day, Large); SQ Animal companion, blindsense 30 ft., blindsight 120 ft., evasion, hold breath, keen scent, low-light vision, nature sense, resist nature's lure [+4 saves vs Fey], slow fall 20 feet, still mind, trackless step, venom immunity, wild empathy, woodland stride; Saves Fort +21, Ref +19, Will +22 [+24 vs enchantments]; Abilities Str 14, Dex 16, Con 16, Int 14, Wis 22, Cha 8; Feats: Combat Reflexes, Deflect Arrows (B), Spell Focus (Transmutation), Eschew Materials, Iron Will, Lightning Reflexes, Natural Spell, Run, Spell Penetration, Stunning Fist (B) [Fort DC 28]; Epic Feat: Tenacious Magic (baleful polymorph); Skills: Concentration +16, Heal +16, Jump +23, Knowledge (nature) +18, Listen +31* (+27 without blindsight), Spellcraft +17, Spot +31* (+27 without blindsight), Survival +15, Tumble +19, Swim +24)
Giant Octopus Form (Large Magical Beast (Aquatic); Hit Dice 25 (298 hp); Init +3; Spd 30 ft., swim 40 ft.; Space/Reach 10 ft./10 ft. (20 ft. with tentacle); AC 25 (-1 size, +3 Dex, +6 Wisdom, +7 natural), touch 18, flat-footed 22; BAB/Grapple +21/+29; Attack Tentacle +24 melee (1d4+4) or unarmed strike +24 melee (2d6+4); Full Attack 8 tentacles +24 melee (1d4+4) and bite +19 melee (1d8+2); or unarmed strike +24/+19/+14/+9 melee (2d6+4); or flurry of blows +23/+23/+18/+13/+8 melee (2d6+4); SA Constrict 2d8+6, flurry of blows, ki strike (magic), improved grab, spells, unarmed strike, wild shape (4/day, Large); SQ Animal companion, blindsight 120 ft., evasion, hold breath, ink cloud, jet, low-light vision, nature sense, resist nature's lure [+4 saves vs Fey], slow fall 20 feet, still mind, trackless step, venom immunity, wild empathy, woodland stride; Saves Fort +21, Ref +19, Will +22 [+24 vs enchantments]; Abilities Str 18, Dex 16, Con 16, Int 14, Wis 22, Cha 8; Feats: Combat Reflexes, Deflect Arrows (B), Spell Focus (Transmutation), Eschew Materials, Iron Will, Lightning Reflexes, Natural Spell, Run, Spell Penetration, Stunning Fist (B) [Fort DC 28]; Epic Feat: Tenacious Magic (baleful polymorph); Skills: Concentration +16, Heal +16, Jump +9, Knowledge (nature) +18, Listen +31* (+27 without blindsight), Spellcraft +17, Spot +31* (+27 without blindsight), Survival +15, Tumble +19, Swim +26)
Black Belt Orca
Awakened Elite Advanced Orca 8th level Monk
Gargantuan Magical Beast
Hit Dice: 16d10+8d8+216 (340 hp)
Initiative: +3
Speed: Swim 70 ft. (14 squares)
Armor Class: 25 (–4 size, +3 Dex, +6 Wisdom, +10 natural), touch 15, flat-footed 22
Base Attack/Grapple: +22/+51
Attack: Bite +31 melee (3d6+19) or unarmed strike +31 melee (6d8+13)
Full Attack: Bite +31 melee (3d6+19) or unarmed strike +31/+26/+21/+16 melee (6d8+13) or flurry of blows +30/+30/+25/+20/+15 melee (6d8+13)
Space/Reach: 20 ft./15 ft.
Special Attacks: Flurry of blows, unarmed strike
Special Qualities: Blindsight 120 ft., evasion, fast healing 3, hold breath, ki strike (magic), low-light vision, purity of body, slow fall 40 ft., still mind, wholeness of body [16 hp/day]
Saves: Fort +25, Ref +19, Will +17 (+19 vs enchantment)
Abilities: Str 36, Dex 16, Con 28, Int 10, Wis 22, Cha 6
Skills: Jump +35, Listen +29* (+25 without blindsight), Move Silently +16, Spot +29* (+25 without blindsight), Swim +21, Tumble +16
Feats: Combat Reflexes, Deflect Arrows (B), Endurance, Improved Grapple, Improved Trip (B), Improved Natural Attack (unarmed strike), Lightning Reflexes, Power Attack, Run, Stunning Fist (B) [Fort DC 28]
Epic Feats: Dire Charge, Fast Healing
Environment: Cold aquatic
Organization: Solitary or pod (6–11)
Challenge Rating: 17
Treasure: None
Alignment: Lawful neutral
Advancement: 17–29 HD (Gargantuan)
Level Adjustment: —