Demonbred Bottlenose DolphinCreature 1
Source Pathfinder Society Scenario #6-00: Salt of the Ocean
Perception +8 (echolocation (precise) 120 feet, low light vision)
Languages none
Skills Athletics +7
Str +2, Dex +3, Con +2, Int -4, Wis +3, Cha +0
AC 15; Fort +7; Reflex +8; Will +6;
HP 21
Speed 0 feet (swim 60 feet)
Snout
+7 (+2, -3) to hit 1d6+3 BludgeoningJaws
+7 (+2, -3) to hit (unarmed) 1d6+3 PiercingAquatic Echolocation 120 feet
A bottlenose dolphin can use its hearing as a precise sense at the listed range, but only underwater.
Deep BreathA 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 17 fortitude save or be Slowed 1 for 1 round.
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.