Echolocation. The orcinus can't use its blindsight while deafened.
Keen Hearing. The orcinus has advantage on Wisdom (Perception) checks that rely on hearing.
Pack Tactics. The orcinus has advantage on attack rolls against a creature if at least one of the orcinus's allies is within 5 feet of the creature and the ally isn't incapacitated.
Stench. Any creature that starts its turn within 5 feet of the orcinus must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the orcinus's Stench for 24 hours.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage. The target dies if this reduces its hit points to 0. If it is a killer whale, it rises 1 hour later as an orcinus, unless it has been revived or its corpse has been destroyed.
Description
Once a killer whale, an orcinus has been reanimated by a ritual known by Orcus and his cultists. These undead whales are often used as mounts or pull ships filled with undead. When left to their own devises, an orcinus will find other orcini and hunt ships and whales indiscriminately, either eating the remains whole or letting the whale reanimate as another orcinus to join the pod.
Undead Nature. An orcinus doesn’t require air, food, drink, or sleep.
Previous Versions
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