Echolocation. The whale can't use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.
Ping. If the whale has not been deafened, the whale can Ping a target. The target will then have disadvantage on its next action (1), and the target will be prioritized by the Bokaa for the following two turns.
Advanced Displacement. The Bokaa expels an ink like substance from behind their pectoral flippers and produces a primal magic illusion that appears near its actual location. This illusion can move and display aggressive or playful behaviors. The illusion is so advanced that it can actively displace water as it swims, making the illusion near indistinguishable from the real animal. Unique traits that make the individual recognizable (scars, tattoos, etc) are easily replicated in illusions. New developments like battle damage can be replicated in an illusion if the Bokaa succeeds a DC 10 intelligence saving throw. This trait can be nullified if the whale is incapacitated or has a speed of 0. (With a DC 15 Charisma roll two illusions can be summoned instead of one).
Multiattack. The Bokka makes three bite attacks, each of which can be replaced with a peduncle (tail) slap.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Peduncle (Tail) slap. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (5d6 + 4) bludgeoning damage. (If the target is hit upwards near the surface of the water, roll d10 x 10 to determine distance that the target is vertically thrown)
Drag. One medium or smaller target is grappled and dragged underwater. Each turn grappled the target will receive 1d8 piercing damage. (If water is cold, replace piercing damage with 1d8 cold damage unless targer is resistant or immune to cold damage).
Thrash. While target is dragged, Bokaa can spend an action thrashing grappled target. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (5d6 + 4) piercing damage.
Toss. While target is dragged, Bokaa can spend an action quickly dropping a target, to throw target into the air with tail. (Roll d10 x 10 to determine distance that the target is vertically thrown)
Spy Hop If a target hides out of the water, the whale can spy hop, lifting its head vertically out of the water to roll a perception check.
Belly Slide If a target escapes the water and is being pursued by the whale, the whale can slide its body out of the water towards the target 20ft before sliding back in the water. If contact is made a strength contesting roll is made and if failed the whale can Bite or Dragg.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (5d6 + 4) blugeoning damage.
Breach. Bokaa propels entire body out of the water, and on top of target. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (5d6 + 4) blugeoning damage. (If hit, target is given disadvantage for the next turn) (Breach action can be preformed in relation to targets in the air, or falling)
Description
"Bokaa's who have lived through the wars or gone through the generational trauma of the foreigner's wrath, can be overcome with hate and rage. If pod members disagree with them, they will fight to disturbing levels in order to feel heard. If the pod exiles them, then these rouge beasts will rampage on. Although no animal is a monster, this machine of biology, and a collection of muscles, and bones is strong enough to take everything away from you that it can. But even more impressive, is that these Bokka's are smart enough to want to, or almost need to, see you try to fight back." - Ghariel Whitlock
The Rare instance of what is locally known as a "Mad Matriarch" is not a monster, despite its murderous tendencies. These are animals haunted from trauma, misunderstanding, and a personal inability to heal from what they've seen, or what has been done to them. Only a few of these "Mad Matriarchs" have ever been gotten to a mental state worse enough to be considered as they are, most being due to the war between them and the humanoids a few decades ago. Unfortunately, due to their immense size and strength, there is no found phycological or "harmless" way to stop one of these animals from their rampage. One of the most dangerous things about these Bokaa is that they typically will hold back when attacking or showing signs of aggression. "Mad Matriarchs" will give it their all every chance they get, and not hold anything back when it comes to aggressive physical confrontation.
Lair and Lair Actions
A Mad Matriarch can find a lair near a settlement of humanoids that it wishes to seek revenge on. There is no longer anything cultural or sacred about their waters.
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