Bottlenose Dolphin
Creature 0- Perception
- +7; echolocation 120 feet, low light vision
- Skills
- Athletics +6
- Str +2, Dex +3, Con +2, Int −4, Wis +3, Cha +0
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.
- AC
- 15; Fort +6, Ref +7, Will +5
- HP
- 16
- Speed
- 0 feet, swim 60 feet
Melee ◆ snout +6, Damage 1d6+2 bludgeoning
Melee ◆ jaws +6 (unarmed), Damage 1d6+2 piercing
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.
Source: Pathfinder Monster Core