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WhalesteedCreature 0

Source Pathfinder Lost Omens: Travel Guide
Perception +7 (aquatic echolocation 120 feet, low-light vision)
Languages none
Skills Athletics +6
Str +2, Dex +3, Con +2, Int -4, Wis +3, Cha +0

AC 15; Fort +6; Reflex +7; Will +5;
HP 16
Speed 0 feet (swim 60 feet)

Snout One Action +6 (+1, -4) to hit 1d6+2 Bludgeoning
Jaws One Action +6 (+1, -4) to hit 1d6+2 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Aquatic Echolocation

A whalesteed can use its hearing as a precise sense at the listed range, but only underwater.

Deep Breath

A whalesteed can hold its breath for 2 hours.

Ramming Speed Two Actions

The whalesteed Swims twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll. A Large or smaller creature hit by this attack must succeed at a DC 16 fortitude save or be Slowed 1 for 1 round.

Whalesteeds were first tamed in the Shackles as part of an ambush between rival pirate captains. Whalesteed riders are still an unusual sight, as learning to master the skill takes years of training.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.