Free interactive D&D 5e SRD stat block

Killer Whale

Huge Beast, CR 3, AC 12, 90 HP. Unaligned.

A fantasy bestiary portrait of Killer Whale.
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Huge Beast, Unaligned

AC
12
Initiative
+2 (12)
HP
90 (12d12+12)
Speed
5 ft., Swim 60 ft.
ScoreModSave
STR 19 +4 +4
DEX 14 +2 +2
CON 13 +1 +1
INT 3 -4 -4
WIS 12 +1 +1
CHA 7 -2 -2
Skills
Perception +3 , Stealth +4
Senses
Blindsight 120 ft.; Passive Perception 13
Languages
None
CR
3 (XP 700; PB +2)

Traits

Hold Breath. The whale can hold its breath for 30 minutes.

Actions

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6+4) Piercing damage.

How to run Killer Whale

A killer whale running the fight from the water has one job: get the party's weakest swimmer in its jaws and end them in one bite. CR 3, 90 HP, Bite at +6 doing 5d6+4 piercing. The whale's 60 ft. swim speed and 120 ft. Blindsight mean it hunts in open water with near-total information advantage. It knows where the party is before they see it.

Use the whale to punish parties who enter its territory unprepared. A swimming PC in armor is easy prey. The whale opens by moving at full speed toward the most encumbered creature, uses its Bite, and if that creature drops, ignores the others and drags the corpse underwater. If the party scrambles for shore or a boat, the whale pursues at 60 ft. per round, staying just outside effective missile range, and takes its pick of stragglers. It has 30 minutes of Hold Breath, which means it can pin a PC underwater for 30 seconds and watch them panic before surfacing to decide whether they lived.

The whale is not interested in a fair fight. It avoids creatures with ranged advantage and waters it cannot control. Summoned into a narrow river or confined bay, it becomes desperate and reckless, charging PCs on shore and taking hits it would normally avoid. Deep open ocean is the whale's domain; if the party reaches the shallows or can get everyone airborne, it loses interest.

Remember that underwater combat at depth is disorienting. Have the whale use the dark and depth. The first time it strikes is the second time the party sees it, and the body is already sinking.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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