Narhemoths
Narhemoths are massive sea creatures (about 70-80 ft. long) resembling toothed (cachalot) whales with forehead horns the length of a grown man, although they are not true whales since they lay eggs. They are also known by the Moa-Ruaki name of pokoro-pokoro ("Nose-horn Giant"), or by the Imperial name Shamu-Hempashu ("Master of Whales"). They eat anything and have a mouth large enough to swallow a small rowing boat. Fortunately they are rare (partly because they have a tendency to eat the smaller members of their species as well) and are rarely seen on the surface. Imperial mythology tells that these creatures are servants of the Divine Minister of the Iridescent Pearl (whose remit is the sea) and are sent by him to punish transgressors.

The female lays a batch of boulder-like eggs once a year, in springtime, and releases a scent into the water that attracts a male to fertilize the eggs. In autumn the eggs hatch and a feeding frenzy begins as the young narhemoths fight each other for resources. Ti-Kop sometimes sell narhemoth eggs to humans - once out of water they take on a lustrous sheen that makes them valuable to some in Imperial culture. Narhemoth eggs are worth anything from 100 to 1000 gp (10,000 - 100,000 yen).

Narhemoth, Gargantuan Animal
Hit Dice: 16d8+115 (187 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (-4 size, +1 Dex, +10 natural), touch 7, flat-footed 16
Base Attack/Grapple: +12/+37
Attack: Bite +21 melee (3d6+13) or gore +21 melee (4d6+13)
Full Attack: Bite +21 melee (3d6+13) and tail slap +16 melee (1d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Blindsight 120 ft., hold breath, low-light vision
Saves: Fort +17, Ref +11, Will +7
Abilities: Str 36, Dex 13, Con 24, Int 2, Wis 14, Cha 6
Skills: Listen +16*, Spot +15*, Swim +22
Feats: Alertness, Diehard, Endurance, Improved Natural Armour, Improved Natural Attack (gore), Toughness
Environment: Temperate aquatic
Organization: Solitary or pod (6-11)
Challenge Rating: 8
Advancement: 17-24 HD (Gargantuan); 25-48 HD (Colossal)

Combat: Narhemoths like to use their horns in an initial charge and then rely on their bite once in close quarters. They seldom attack without provocation but once angered they tend to make sure that their opponents are disabled or killed.


Shamu-Hempashu, Gargantuan Magical Beast (Extraplanar)
Hit Dice: 16d10+115 (195 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (-4 size, +1 Dex, +10 natural), touch 7, flat-footed 16
Base Attack/Grapple: +12/+37
Attack: Bite +21 melee (3d6+13) or gore +21 melee (4d6+13)
Full Attack: Bite +21 melee (3d6+13) and tail slap +16 melee (1d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Smite Ships 1/day
Special Qualities: Blindsight 120 ft., damage reduction 10/magic, darkvision 60 ft., hold breath, low-light vision, resistance acid/cold/electricity 10, spell resistance 21
Saves: Fort +17, Ref +11, Will +7
Abilities: Str 36, Dex 13, Con 24, Int 6, Wis 14, Cha 6
Skills: Listen +16*, Spot +15*, Swim +22
Feats: Alertness, Diehard, Endurance, Improved Natural Armour, Improved Natural Attack (gore), Toughness
Environment: Temperate aquatic
Organization: Solitary or pod (6-11)
Challenge Rating: 10
Alignment: Lawful Neutral
Advancement: 17-24 HD (Gargantuan); 25-48 HD (Colossal)

Combat: Shamu-Hempashu are sent by the Divine Minister of the Iridescent Pearl (or some other sea deity) to punish transgressors. The offence may be anything from failing to make an offering to the sea deity before setting sail to willful and wasteful slaughter of sea creatures and pollution of the seas. As instruments of divine retribution, shamu-hempashu tend to strike first with their smite ships ability to try to sink the transgressor's vessel, then pick off survivors at their leisure.

Smite Ships (Su). Once per day a narhemoth can ignore the hardness of the structural material of any vessel with one of its attacks.


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