Dolphin

CR: 1/2 XP: 200


N Medium animal


Init: +2 Senses: blindsight 120 ft., low-light vision Perception: +9


Defense

AC: 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)


hp: 11 (2d8+2)


Fort: +4 Ref: +5 Will: +1


Offense

Speed: swim 80 ft.


Melee: slam +3 (1d4+1)


Statistics

Str: 12 Dex: 15 Con: 13 Int: 2 Wis: 13 Cha: 6


Base Atk: +1 CMB: +2 CMD: 14


Feats: Weapon Finesse


Skills: Perception +9, Swim +13, Racial Modifiers +4 Perception


SQ: hold breath


Ecology

Environment: any ocean


Organization: solitary, pair, or pod (3–18)


Treasure: none


Description

Hold Breath (Ex) A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Dolphins are social predators that hunt shallow seas and rivers in large family groups called pods. Sailors are fond of dolphins and frequently tell tales of dolphins saving drowning fishermen or killing sharks with blows from their powerful snouts.

Dolphin Companions Starting Statistics: Size Medium; Speed swim 80 ft.; AC +1 natural armor; Attack slam (1d4); Ability Scores Str 12, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, hold breath.

4th-Level Advancement: Ability Scores Str +2, Dex +2, Con +2; Special Qualities blindsight 120 ft.

Source: Pathfinder Roleplaying Game Bestiary