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Dolphin

Like many other aquatic beasts, whales come in many shapes and sizes. The smallest whales are the dolphins. Known for their extremely friendly personalities, is not uncommon for these beasts to approach humanoids out of curiosity and attempt to play harmless pranks or games with them. They also have even been known to aid individuals stranded amidst the waves from shipwrecks or pulled out by the tidal current. They are also a welcome presence along any coast as their pods tend to drive out larger, more dangerous aquatic predators. Despite being smaller than most aquatic threats, dolphins use their agile speed and coordinated tactics to harry its opponent until it flees.  

Dolphin CR: 1 (200 XP)

Large beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 26 (4D10 +4)
Speed: 0 ft , swim: 60 ft

STR

15 +2

DEX

14 +2

CON

13 +1

INT

9 -1

WIS

17 +3

CHA

12 +1

Skills: Athletics +4, Acrobatics +4, Performance +5, Deception +5, Perception +7
Senses: blindsight 120ft., darkvision 120ft., passive Perception 17
Challenge Rating: 1 (200 XP)

Hold Breath. The dolphin can hold its breath for 90 minutes.   Echolocation. The dolphin can't use blindsight while deafened.   Keen Senses. The dolphin whale has advantage on Wisdom (Perception) checks relying on hearing or sight.   Agile Swimmer. The dolphin can swim outside a creature's reach without provoking opportunity attack   Pack Tactics. The dolphin has advantage on an attack roll against a creature if at least one of the dolphin's allies is within 5ft. of the creature and the ally is not incapacitated.

Actions

Bite. Melee Weapon Attack. +4 to hit:, 5ft., , one target. Hit 9(2d6+2) piercing damage.


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