AC 16 (natural armor)
HP 912 (32d20 + 576; bloodied 456)
Speed 0 ft., fly 60 ft. (spacefaring average)
Initiative Dex +0 (10), Insight +3 (13), Perception +3 (13)
Proficiency +5; Maneuver DC 33
Saving Throws Str +20, Dex +0, Con +18, Int +4, Wis +3, Cha +3
Damage Immunities cold, thunder, psychic
Condition Immunities prone
Senses blindsight 1 zone, passive Perception 13
Languages Astral Whale; telepathy 1 zone (no maximum distance with other astral whales)
Telepathic Vibrations. A starship or object that enters the zone of an astral whale or whales or starts its turn there makes a DC saving throw , taking 100 (3d10 × 10) thunder damage. Also on a failure, creatures aboard an affected starship are poisoned until the end of their next turns.
ACTIONS
Multiattack. The whale makes two tail attacks.
Tail. Melee Weapon Attack: +25 to hit, reach melee, one target. Hit: 77 (5d20+20) bludgeoning damage.
Combat
The astral whale attacks with its tail. It retreats when bloodied, or fights to the death if another astral whale is in danger.
Legends and Lore
With a History or Nature check, characters can learn the following:
DC 10 Astral whales are generally friendly, except to whalers. They are dangerous up close, but it is good luck to see one from a distance.
DC 15 Astral whales can communicate telepathically over tremendous distances and often have news to share.
Stately and imposing, astral whales dwarf their planetary cousins in both size and intellect. They swim between stars, communicating telepathically with each other.
1 Migrating in the distance
2 Interested in sharing gossip
3 With important news or a message to pass on
4 Angry about whaler activity nearby; may either believe that travelers are whalers or ask for their help in hunting them
1–2 Strange vibrations that run through the ship
3–4 Overheard telepathic chatter in an unknown language
Astral whales are found in deep interstellar space and near solar systems, but rarely within solar systems.
CR 11–16 astral whale
CR 31+ 3 or more astral whales