Bottlenose Dolphin

Creature 0
  • Medium
  • animal
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

Running this fight? Add the bottlenose dolphin to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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