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    Monster Trove: Old Fears and Hungry Things

    Orca

    Huge - Orderly Impartial (Arbiter)
    HP
    60
    AC
    12
    DR
    2
    Attacks
    1
    Attack
    2d10+4
    Size
    Huge
    Alignment
    Orderly Impartial (Arbiter)
    Intelligence
    Low (2-4)
    Saves
    Quick 3 / Tough 5 / Mind 2

    Around ice, reefs and small boats, an orca's intelligence is as dangerous as its size. It studies movement, strikes from below and uses waves or its own body to separate prey from safety. Pods teach successful methods to their young, so an orca that has learned how a hull, seal hide or fishing net works may exploit that knowledge repeatedly. It may test an unfamiliar object before committing to the attack that breaks it.

    Special Attack

    Breach and Crush: bludgeoning, melee 5 ft, +4 to hit, 2d10+4. A swimmer or creature on ice makes a Quick save; on a failed save, it is driven 15 ft through the water or thrown from the ice. A canoe-sized boat instead takes the damage directly.

    Special Defense

    Echolocation: darkness, murky water and ordinary invisibility do not conceal a moving creature within 60 ft. Loud overlapping noise forces the orca to make a Mind save; on a failed save, Echolocation fails until the end of its next turn.