Weak Bottlenose DolphinCreature -1
Perception +5 (echolocation (precise) 120 feet, low light vision)
Languages none
Skills Athletics +4
Str +2, Dex +3, Con +2, Int -4, Wis +3, Cha +0
AC 13; Fort +4; Reflex +5; Will +3;
HP 6
Speed 0 feet (swim 60 feet)
Snout
+4 (-1, -6) to hit 1d6 BludgeoningJaws
+4 (-1, -6) to hit (unarmed) 1d6 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 14 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
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
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.