Orca

Creature 5
  • Huge
  • animal
Perception
+12; echolocation 120 feet, low light vision
Skills
Athletics +14, Stealth +13
Str +7, Dex +2, Con +5, Int −4, Wis +3, Cha +0

Aquatic Echolocation 120 feet An orca can use its hearing as a precise sense at the listed range, but only underwater.

Deep Breath An orca can hold its breath for 2 hours.

AC
21; Fort +14, Ref +11, Will +12
HP
75
Speed
0 feet, swim 60 feet

Melee ◆ jaws +13 (unarmed), Damage 2d8+9 piercing plus Grab

Aquatic Ambush ◆ 30 feet.

An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's Prone until it Crawls to return to the water.

Breach ◆◆ The orca Swims up to its swim Speed, then Leap vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water.

Grab ◆

Source: Pathfinder Monster Core

Running this fight? Add the orca to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

ORC Notice. From Pathfinder Monster Core (© 2024 Paizo Inc.) and Monster Core 2 (© 2025 Paizo Inc.). This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.paizo.com/orclicense, www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein. "Pathfinder" is a trademark of Paizo Inc.; this site is not published, endorsed or approved by Paizo Inc.

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