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Noble Dolphin

by Jamie Baty

CO, X7 29, RC 167
Large Magical Beast (Augmented Dolphin)
Hit Dice: 3d10+6 (22 hp)
Initiative: +3 (+3 Dex)
Speed: swim 80 ft. (16 squares)
Armour Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+8
Attack: Slam +3 melee (2d4 +1)
Full Attack: Slam +3 melee (2d4 +1)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., detect magic, hold breath, low-light vision, telepathy, tremorsense
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 13, Dex 17, Con 15, Int 15, Wis 15, Cha 18
Skills: Diplomacy +8, Gather Information +6, Hide -1, Jump +2, Knowledge (arcana) +4, Knowledge (nature) +4, Listen +7, Sense Motive +4, Spot +7, Survival +6, Swim +10
Feats: Alertness, Swim-by Attack
Environment: Any aquatic
Organisation: Solitary (plus 5-20 normal dolphins)
Challenge Rating: 1
Treasure: None
Alignment: Usually lawful good
Advancement: 4-6 HD (Large)
Level Adjustment: +1

Ages ago, an unknown Undersea spellcaster awakened one or more dolphins. These intelligent dolphins were able to breed, creating a variety of dolphin much more intelligent than the normal dolphin.
Noble dolphins believe it is their duty to help and protect their brethren. Tradition has held that their intelligence was a gift to be used to this end and should they stray from that path, they will lose the gift. A noble dolphin will often be found in a pack of normal dolphins, usually in the role of a benevolent guide rather than as a de facto leader. They often act as intermediaries with sentient Undersea species, though they do not go out of their way to make strangers aware of their intelligence. Because of their detect magic abilities, they can often negotiate for favours in return for their aid in finding magical treasure.
Noble dolphins are peaceful, and will always try to avoid combat, for themselves and the dolphins they live among. Noble dolphins are friendly with the Aquarendi, nereids, merfolk, and tritons- all species that are dolphin-friendly and respect the noble dolphin's desire for a low-key presence. They have a dislike of sharks and killer whales, both of whom are dangerous dolphin predators. Noble dolphins, however, have a true hatred of devilfish and shimmerfish. Sharks and killer whales may harm dolphins, but it is through instinct and the circle of life. They find devilfish and shimmerfish wicked and cruel, and a bane to a peaceful Undersea. Noble dolphins will help surface-dwellers in need, but will hide their true nature from them.
Noble dolphins can only speak dolphin. They communicate telepathically with others. They understand Undersea Common and Elvish (Aquarendi dialect). They may know other regional languages.

Combat
Noble dolphins fight only when there is no other option. They fight in the same manner as normal dolphins. Some noble dolphins that have spent a great deal of time with the Aquarendi and other friendly sea peoples may have gained levels in wizard, cleric or, most likely, sorceror.

Detect Magic (Sp): Noble dolphins, at will, can detect magic up to 360ft from them. Otherwise this ability functions as the spell of the same name.

Hold Breath (Ex): A noble dolphin can hold its breath for a number of rounds equal to 10x its Constitution score before it risks drowning. For a typical noble dolphin, this equals 150 rounds, or 15 minutes.

Telepathy (Su): A noble dolphin can communicate telepathically with any other creature within 100 feet that has a language.

Tremorsense (Ex): A noble dolphin is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in the water within 360ft of its body.

Skills: A noble dolphin gains a +8 racial bonus to any swim check. It may always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.