Dolphin

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Summoned Creature: Dolphin
NG Medium Celestial Animal
CR 1/2

Init +2;
Senses darkvision 60 ft., low-light vision, blindsight 120 ft;
Perception +9(???)

DEFENSE

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
SR 5
Special Defenses Celestial - Resist cold 5, acid 5, electricity 5; Diehard

OFFENSE

Speed swim 80 ft.
Melee slam +5 (1d4+3)
Special Attacks Smite Evil

STATISTICS

Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +4; CMD 16
Feats Weapon Finesse
Skills Perception +9, Swim +13;
Racial Modifiers +4 Perception

SPECIAL ABILITIES

Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil foes; smite persists until target is dead or the celestial creature rests).
Diehard- When reduced to 0 hit-points, the summoned creature is disabled, instead of dismissed. The creature may take a single move action or standard action each round (but not both, nor can he take full- round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. The summoned creature is dismissed when hit-points equal -Con.


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