Narwhal

This small whale lacks a dorsal fin and has pale, mottled skin. Its most notable feature is the single tusk protruding from its face.

Narwhals are skilled hunters in arctic waters, and are known to dive deeper than even much larger cetaceans both in open water and beneath thick sheets of floating ice. A male narwhal possesses a single, 6-foot-long tusk extending from just above its mouth, which it uses to impress females during mating season, engaging in flashy duels with other males. In times of need, the tusks may be used to break through thick ice or even in self-defense, though most narwhals prefer to flee rather than fight. A typical narwhal is about 14 feet long (not including the tusk) and weighs 3,200 pounds.

CR 3 XP 800
N
Large animal
Init +3; Senses blindsight 120 ft., low-light vision; Perception +12
DEFENSE
AC
16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +7, Will +3
OFFENSE
Speed
swim 80 ft.
Melee bite +7 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks tusk
STATISTICS
Str
21, Dex 17, Con 14, Int 2, Wis 15, Cha 6
Base Atk +3; CMB +9; CMD 22 (can’t be tripped)
Feats Skill Focus (Swim), Toughness
Skills Perception +12, Swim +20
Racial Modifiers +4 Perception
SQ hold breath
ECOLOGY
Environment
cold oceans
Organization solitary, pair, or pod (3–18)
Treasure none
SPECIAL ABILITIES
Hold Breath (Ex)
Narwhals are expert deep divers, and a narwhal can hold its breath a number of minutes equal to 2 times its Constitution score.
Tusk (Ex) A charging narwhal can make a single gore attack with its tusk in place of its normal bite attack. If it hits, the tusk deals 2d6+14 points of damage with a ×3 critical multiplier.
 

Walrus

Two long tusks jut from the mouth of this bulky, bewhiskered creature. It walks clumsily on flippers instead of feet.

Walruses normally have gray or brown hides, fading to nearly white when immersed in cold water, and turning pink from increased blood flow when basking in the sun. A thick layer of blubber serves as protection from both predators and cold. A typical male walrus weighs 1 to 2 tons and measures 10 feet in length, with females about a third lighter and about 9 feet long. Both sexes have tusks up to 3 feet long, and stiff whiskers used to feel out the hiding places of shellfish. A walrus lives up to 40 years. Owing to their fearsome tusks, prodigious strength, and willingness to fight as a herd, only the most aggressive or hungry polar predators risk attacking an adult walrus. People hunt walruses for meat and for their tusks, valued for their worth as ivory and as impressive trophies in their own right.

CR 3 XP 800
N
Large animal
Init +0; Senses low-light vision; Perception +7
DEFENSE
AC
17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 30 (4d8+12)
Fort +7, Ref +4, Will +2
OFFENSE
Speed
10 ft., swim 40 ft.
Melee bite +8 (1d8+7)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
21, Dex 11, Con 16, Int 2, Wis 13, Cha 6
Base Atk +3; CMB +9; CMD 19 (can’t be tripped)
Feats Endurance, Weapon Focus (bite)
Skills Perception +7, Swim +17
SQ hold breath
ECOLOGY
Environment
cold oceans
Organization solitary, pair, or herd (3–24)
Treasure none
 

Orca

This sleek black whale has a distinctive white patch near each eye and a mouth filled with sharp teeth.

The orca, or “killer whale,” is actually the largest species of dolphin. Adult orcas are typically 15–25 feet long and weigh 8,000–12,000 pounds.

CR 5 XP 1,600
N
Huge animal
Init +6; Senses blindsight 120 ft., low-light vision; Perception +19
DEFENSE
AC
16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
hp 67 (9d8+27)
Fort +9, Ref +8, Will +5
OFFENSE
Speed
swim 80 ft.
Melee bite +13 (2d6+12)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str
27, Dex 15, Con 16, Int 2, Wis 15, Cha 6
Base Atk +6; CMB +16; CMD 28
Feats Endurance, Improved Initiative, Skill Focus (Perception, Swim), Weapon Focus (bite)
Skills Perception +19, Swim +28
Racial Modifiers +8 Perception
SQ hold breath
ECOLOGY
Environment
cold oceans
Organization solitary, pair, or pod (3–20)
Treasure none
 

Selkie

This sleek, aquatic creature has short gray fur, webbed hands ending in sharp claws, and a mouth full of pointed teeth.

Selkies are clever and brutal seal-like creatures. Although capable predators, selkies are best known for their shapechanging ability, which allows them to come ashore in the guise of land dwellers and even live among other races before luring their prey beneath the waves to drown. In its natural form, a selkie has webbed, clawed hands and a muscular trunk ending in broad flippers. A selkie’s head is a blend of human and seal, with large eyes and a mouth full of curved teeth. Selkies grow to a length of 6-1/2 feet, but can weigh up to 300 pounds. Selkies typically live up to 75 years. Most selkies use their shapechanging abilities for mischief. A favorite selkie tactic is to take the shape of a young woman or child and then pretend to be drowning, reverting to its natural form when a person approaches. Selkies are solitary for most of their lives. Males and females come together briefly during their spring mating season, and thereafter each female finds a secluded cave or beach to birth a single pup, which is abandoned after 2 to 3 years. Younger selkies then form packs with others of their kind until they can strike out on their own. Some selkies live among humanoids to assuage their loneliness, and may marry land dwellers. Offspring from these marriages resemble their non-selkie parents but have a yearning for the sea.

CR 5 XP 1,600
CN
Medium monstrous humanoid (aquatic, shapechanger)
Init +7; Senses darkvision 60 ft., scent; Perception +9
DEFENSE
AC
18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 45 (6d10+12)
Fort +4, Ref +8, Will +5
Resist cold 10
OFFENSE
Speed
20 ft., swim 50 ft.
Melee bite +10 (1d8+6), 2 claws +10 (1d6+4)
Special Attacks powerful blows (bite), shake
STATISTICS
Str
18, Dex 17, Con 14, Int 13, Wis 10, Cha 19
Base Atk +6; CMB +10; CMD 23 (can’t be tripped)
Feats Combat Reflexes, Deceitful, Improved Critical (bite), Improved Initiative
Skills Bluff +12, Disguise +10, Perception +9, Sense Motive +4, Stealth +10, Swim +21
Languages Aquan, Common
SQ change shape (any Small or Medium humanoid; alter self), echo of reason, hold breath
ECOLOGY
Environment
cold oceans
Organization solitary, pair, or pack (3–14)
Treasure standard
SPECIAL ABILITIES
Echo of Reason (Su)
A selkie can instinctively alter the intonation of its voice to make anything it says sound more pleasing to those who understand it. When using the Bluff skill, a selkie treats its lies as one step more believable for the purposes of bonuses or penalties on the check.
Shake (Ex) On a successful critical hit with its bite attack, a selkie automatically violently shakes a Large or smaller target. The target must succeed at a DC 15 Fortitude save or it is dazed for 1 round. Even on a successful save, the target still takes a –2 penalty on all attack rolls and skill checks for the next 2 rounds. The save DC is Constitution-based.
 

Qallupilluk

This hag’s lumpy hide, tangled black hair, and ragged garments drip with icy water, though she has a curiously sweet smell.

A qallupilluk is a sinister and much-dreaded haglike denizen of cold seas. An ambush predator, she waits near gaps and weak points in the ice and listens for the footsteps of creatures above, sometimes humming or tapping on the ice like a trapped seal in the hope of drawing the curious within range of her alluring scent. When one grabs a victim, she either drowns her prey, saving the body to eat later, or transforms her prey into a monstrous servant that she treats as her own child—and eventually, as a mate. All qallupilluks are female, but they can reproduce with other aquatic monsters. Their offspring are always qallupilluks. Qallupilluks may craft hovels or lodges from stone or coral on the seabed. A few craft semipermanent homes in the submerged recesses of icebergs. They often know fragments of ancient and obscure natural secrets.

CR 7 XP 3,200
LE
Medium monstrous humanoid (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +13
Aura cloying scent (15 ft.)
DEFENSE
AC
19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 76 (8d10+32)
Fort +6, Ref +10, Will +8
DR 5/cold iron; Resist cold 10, fire 10
OFFENSE
Speed
30 ft., swim 40 ft.
Melee bite +13 (1d6+5), 2 claws +13 (1d6+5 plus grab)
Ranged javelin +10 (1d6+4)
Special Attacks curse of scales
Spell-Like Abilities (CL 8th; concentration +10)
At will—water breathing
3/day—charm animal (DC 13), charm person (DC 13), chill metal (DC 14), sleet storm
1/day—commune with nature, divination
STATISTICS
Str
20, Dex 14, Con 19, Int 13, Wis 15, Cha 14
Base Atk +8; CMB +13 (+17 grapple); CMD 25
Feats Blind-Fight, Combat Reflexes, Lightning Reflexes, Stand Still
Skills Knowledge (nature) +9, Perception +13, Stealth +13, Survival +13, Swim +23
Languages Aklo, Aquan, Common, Giant
SQ amphibious
ECOLOGY
Environment
cold oceans
Organization solitary, family (2–6 plus 1–4 aquatic monsters)
Treasure standard
SPECIAL ABILITIES
Cloying Scent (Su)
Qallupilluks exude a vaguely sweet and unexpectedly pleasant briny scent. This smell comforts and distracts humanoids and animals that come within 15 feet of the qallupilluk, causing such creatures to take a –2 penalty on saves against mind-affecting effects.
Curse of Scales (Su) If a qallupilluk grapples a Medium or Small humanoid opponent, her target begins transforming into an aquatic monster. Starting on the third consecutive round of grappling, the grappled target must succeed at a DC 18 Fortitude save every round or fully transform into a grindylow, reefclaw, bunyip, merrow, or scrag. Once fully transformed, the creature is slavishly devoted to the qallupilluk that created it. If the qallupilluk is slain, the creature loses this devotion but remains transformed. The transformation ends after 1 hour or if the creature is slain. A qallupilluk can make this transformation permanent by performing a ritual that takes 10 minutes and deals 30 points of damage to the qallupilluk. This is a curse and polymorph effect. The save DC is Constitution-based.
 

Emperor Walrus

Thick folds of skin protect this massive sea mammal like fleshy armor. Tusks as tall as humans jut from its whiskered face.

Towering over common walruses, emperor walruses live in only the most secluded arctic areas. They might be throwbacks to an earlier age of giant animals or bred by druids to be superior arctic predators. They often live in the company of common walruses, but are far more aggressive, driving off or killing any potential threats to the herd. Emperor walruses have a similar diet to common walruses, but may also eat giant crabs, seals, large fish, and seabirds. A full-grown male emperor walrus measures 20 feet in length and weighs around 16 tons, with tusks up to 6 feet long. It can live up to 80 years.

CR 8 XP 4,800
N
Gargantuan animal
Init –1; Senses low-light vision; Perception +16
DEFENSE
AC
20, touch 5, flat-footed 20 (–1 Dex, +15 natural, –4 size)
hp 126 (12d8+72)
Fort +14, Ref +7, Will +8
OFFENSE
Speed
20 ft., swim 60 ft.
Melee bite +16 (4d6+15/19–20) or slam +15 (2d6+15 plus trip)
Space 20 ft.; Reach 15 ft.
STATISTICS
Str
31, Dex 9, Con 22, Int 2, Wis 15, Cha 6
Base Atk +9; CMB +23; CMD 32 (can’t be tripped)
Feats Diehard, Endurance, Improved Critical (bite), Iron Will, Vital Strike, Weapon Focus (bite)
Skills Perception +16, Swim +22
SQ hold breath
ECOLOGY
Environment
cold oceans
Organization solitary, pair, or herd (1–3 and 5–20 walruses)
Treasure none
 

Skrimsl

Four gleaming, yellow eyes leer above the tooth-rimmed maw of this massive, blue-scaled and eellike creature.

Skrimsls are mysterious eellike creatures that dwell in the world’s most frigid remote waters, particularly the deep waters of fjords. They prefer to avoid contact with humanoids, but communities near the lakes and fjords where skrimsls make their homes have no doubt that these beasts are very real and should be given proper respect. Skrimsls have a glimmer of intelligence and remember those who have wronged them as well as those who have treated them well.  Skrimsls resemble massive eels with blue scales matching the cold, clear waters they live in. They can be found in the deepest freshwater lakes and the salt waters of the sea, and are capable of thriving in both environs. The creatures use their electricity fields and spell-like abilities both for defense and to catch prey. They also have a dangerous bite and powerful tail, which they use to destroy oars, weapons, and other implements used by land-dwelling foes.  A typical adult skrimsl measures 45 feet long and weighs 4,000 pounds.

CR 13 XP 25,600
N
Huge magical beast (aquatic)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +26
DEFENSE
AC
28, touch 12, flat-footed 24 (+4 Dex, +16 natural, –2 size)
hp 178 (17d10+85)
Fort +15, Ref +14, Will +13
Defensive Abilities absorb lightning, elusive; Immune cold, electricity; Resist fire 20
OFFENSE
Speed
20 ft., swim 50 ft.
Melee bite +25 (4d6+10/19–20 plus 2d6 electricity and grab), tail slap +20 (2d10+5 plus 2d6 electricity)
Space 15 ft.; Reach 15 ft.
Special Attacks electricity field, swallow whole (3d6+10 bludgeoning plus 2d6 electricity damage, AC 18, 17 hp)
Spell-Like Abilities (CL 12th; concentration +16)
3/day—lightning bolt (DC 17)
1/day—chain lightning (DC 20)
STATISTICS
Str
31, Dex 18, Con 21, Int 4, Wis 23, Cha 18
Base Atk +17; CMB +29 (+33 sunder); CMD 43 (45 vs. sunder)
Feats Combat Casting, Critical Focus, Greater Sunder, Improved Critical (bite), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Staggering Critical
Skills Perception +26, Swim +18
Languages Aquan (cannot speak)
ECOLOGY
Environment
cold oceans
Organization solitary, pair, or pod (3–9)
Treasure none
SPECIAL ABILITIES
Absorb Lightning (Su)
A skrimsl is immune to electricity damage. However, if it is subjected to an electricity attack (not including skrimsls’ electricity attacks), it regains 2d6 hit points and gains a bonus use of its lightning bolt spell-like ability. This bonus lightning bolt lasts for 24 hours and functions as if under the effects of Empower Spell-Like Ability when used. A skrimsl can have only one bonus lightning bolt stored up in this manner at any one time. 
Electricity Field (Su) As a swift action, a skrimsl can generate a field of electricity that deals 2d6 points of electricity damage to all creatures within a 10-foot radius at the start of the skrimsl’s turn (no save). At the start of the skrimsl’s turn on the 4th round after the field is activated, it discharges this field. All creatures within a 10-foot radius of the skrimsl that fail a DC 23 Fortitude save take 12d6 points of electricity damage and become stunned for 1d3 rounds. Creatures that successfully save take half the electricity damage and negate the stun effect. Once the electricity field discharges in this manner, the skrimsl must wait 10 rounds before activating it again. The save DC is Constitution-based.
Elusive (Su) Skrimsls are rarely discovered except by their own choice. As a full-round action while in water, a skrimsl can swim at a speed of up to 200 feet per round without leaving any trace of its passage (identical in effect to pass without trace). An elusive skrimsl gains a +40 circumstance bonus on its Stealth checks. In addition, when not in combat, a skrimsl is considered to be under the effects of a nondetection spell. These effects function at caster level 20th and cannot be dispelled.
 

Ningen

This enormous flippered creature is as pale as an iceberg and is nearly as large.

Colossal but reclusive, ningens inhabit the coldest oceans of the world, preying on fish and large arctic mammals like walruses and even whales. A ningen has long armlike flippers ending in sharp spurs that act as claws, and a humongous tail that can propel it rapidly through the water. The creature’s body is sheathed in layers of thick, insulating blubber. Its face is oddly featureless, with nothing more than a pair of small nostrils, two large, black eyes, and a thin mouth containing rows of large teeth.  Although intelligent and capable of communication, ningens are distrustful of humanoids, particularly those on seafaring vessels, due to a long history of their kind being hunted by land dwellers. While the insulating blubber that allows ningens to exist in the coldest waters has some of the same uses as whale oil, a ningen’s supernatural link to cold makes its bones, its skin, and even its teeth valuable to those seeking to craft or enchant various magic items.  When threatened or angered, ningens make terrifying opponents. Ningens always attempt to bring enemies into the water, where they can use their abilities to greater effect.  A ningen is 90 feet long and weighs 180,000 pounds.

CR 16 XP 76,800
N
Colossal monstrous humanoid
Init +8; Senses darkvision 60 ft.; Perception +28
DEFENSE
AC
31, touch 6, flat-footed 27 (+4 Dex, +25 natural, –8 size)
hp 262 (21d10+147)
Fort +14, Ref +16, Will +18
DR 10/piercing; Immune cold
OFFENSE
Speed
10 ft., swim 80 ft.
Melee 2 claws +29 (3d8+15/19–20), bite +28 (4d6+15)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, polar breach
Spell-Like Abilities (CL 21st; concentration +24)
At will—hydraulic torrent
3/day—freezing sphere (DC 19)
1/day—vortex (DC 20)
STATISTICS
Str
40, Dex 18, Con 24, Int 9, Wis 19, Cha 17
Base Atk +21; CMB +44 (+46 bull rush); CMD 58 (60 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Dazing Assault, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Iron Will, Power Attack, Staggering Critical, Weapon Focus (claw)
Skills Intimidate +17, Perception +28, Sense Motive +14, Swim +47
Languages Aquan
SQ hold breath
ECOLOGY
Environment
cold oceans
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Polar Breach (Su)
As a full-round action that does not provoke attacks of opportunity, a ningen can rapidly submerge itself beneath the water and then launch itself upward to break the surface and crash down. The impact produces flying chunks of ice dealing 10d6 points of cold damage and 10d6 points of piercing damage to all creatures and objects within a 30-foot radius. Creatures that take cold damage are staggered and entangled for a number of rounds equal to the ningen’s Hit Dice, and those that take piercing damage are sickened for the same number of rounds. A successful DC 27 Reflex save halves this damage and negates the staggered effect. The save DC is Constitution-based.