Medium Beast, Any Alignment
Armor Class 12 Natural Armor
Hit Points 10 (2d6 + 2)
Speed
STR
10 (+0)
DEX
8 (-1)
CON
12 (+1)
INT
10 (+0)
WIS
8 (-1)
CHA
12 (+1)
Senses Passive Perception 13
Languages Common, Orc
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Constant Caffeination. It is constantly jittery and fast, increasing its speed.

Amphibious. It can breathe underwater and on land.

Spellcasting. The Caffeinated Narwhal is a 1-level spellcaster. Its spellcasting ability is 12 (spell save DC 15, +2 to hit with spell attacks). The Caffeinated Narwhal has following sorcerer spells prepared:
Cantrips (at will): Detect Magic, Ray of Frost
1st level (4 slots): Expeditious Retreat, Alarm 

Actions

Jumpy. If attacked, it will roll a D20. If the result is a 16 or higher, it dodges the attack.

Scalding Spill. Melee Weapon Attack: +1 to hit, reach 15 ft., 2 targets. Hit: 8 (1d8 + 2) fire damage. 

Pointy And Sharp Horn. Melee Weapon Attack: +1 to hit, reach 10 ft., 1 targets. Hit: 8 (1d8 + 2) piercing damage. 

Reactions

Easily Surprised. If surprised, it will jump 10 feet in the air, and in most cases, run away.

Description

The Caffeinated Narwhal is really self-explanatory. It's a narwhal that can't let go of it's magical coffee cup that refills by itself. It cannot stop drinking coffee, and because of this is constantly jump and anxious. It is quite cowardly in most cases, but some narwhals have so much willpower that they can break out of their jitters and become the brave, courageous narwhal they once were.

Habitat: ForestGrasslandSwampUnderwaterUrban

RokTheDestroyer

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