Medium Beast, unaligned
Armor Class: 15
Hit Points 13 (2d8+4)
Speed: 80 ft. (swim)
|15 (+2)||13 (+1)||15 (+2)||9 (-1)||10 (0)||10 (0)|
- Charge: On the first round of combat or any time it can move up to 10 feet before attacking, the dolphin can make both a ram and a bite attack against the same target.
- School Tactics: The dolphin has advantage on an attack roll against a creature if at least one of the dolphin’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Sonar: The dolphin can navigate by emitting sound waves and is able find their way even in the darkest conditions. As a result, the dolphin is immune to the blinded condition and gains its proficiency bonus to Perception. Spells or conditions that negate sound also foul this ability.
- Water Dependent: While they are mammals and require air to breathe, dolphins cannot survive out of water. Within 1d4 hours of “beaching,” the dolphin will overheat, dry out and die.
- Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: 4 (1d8) bludgeoning.
- Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. One Target. Hit: 3 (1d6)
Friendly, playful marine mammals, dolphins and porpoises are highly intelligent, some say easily on the low end of the human spectrum. Most dolphins can learn to comprehend human, humanoid or demihuman languages. In the wild, the chances of encountering one who does is small. Species of dolphins and porpoises can be found in almost any body of salt water. The major differences between dolphins and porpoises is that dolphins generally have dorsal fins with a greater curve and a larger nose and mouth. Both species, on average, grow from 5 to 8 feet in length.
Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.