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Bottlenose Dolphin

Creature 0 — animal

CrasherAQUATICanimalaquatic

The bottlenose dolphin is the most common and widespread species of dolphin. They are social predators who hunt shallow seas and rivers in large family groups called pods. Sailors are fond of bottlenose dolphins and frequently tell of how they've saved drowning mariners or protected crew from sharks with blows from their powerful snouts. Dolphins encompass a wide range of aquatic mammals, all of which are social, intelligent, and widespread throughout the world's oceans.

Source: pathfinder-monster-core

Perception +7; echolocation 120 feet, low-light-vision
Skills athletics +6
Str
+2
Dex
+3
Con
+2
Int
-4
Wis
+3
Cha
+0
AC 15 Fort +6 Ref +7 Will +5
HP 16
Speed 0 feet, swim 60 feet

Offense

Melee Snout +6, Damage 1d6+2 bludgeoning
Melee Jaws (unarmed) +6, Damage 1d6+2 piercing

Abilities

Aquatic Echolocation 120 feet — A bottlenose dolphin can use its hearing as a precise sense at the listed range, but only underwater.
Deep Breath — A bottlenose dolphin can hold its breath for 2 hours.
Ramming Speed — The bottlenose dolphin Swims twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll.

A Large or smaller creature hit by this attack must succeed at a DC 16 Fortitude save or be Slowed 1 for 1 round.

WORKS WELL WITH

AnvilAQUATICA body that can hold position underwater lets the dolphin build up ramming speed for repeated charges.
SnareAQUATICA controller that stalls a target in the water gives the charging ram a stationary target to line up against.

PUNISHES

✖ standing still✖ low Reflex
Water-locked with no land speed; only useful when the encounter takes place in open water.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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