The Dragonlance Nexus

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Dolphin

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-size Animal (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (Dex)
Speed: Swim 80 ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Slam +4 melee
Damage: Slam 2d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Blindsight
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 14, Int 11, Wis 12, Cha 6
Skills: Knowledge (nature) +5, Listen +10*, Spot +10*
Feats: Weapon Finesse (Slam)
Climate/Terrain: Any aquatic
Organisation: Solitary or school (2-20)
Challenge Rating: ½
Treasure: None
Alignment: Often lawful good
Advancement: 3-4 HD (Medium-size), 5-6 HD (Large)

Dolphins are intelligent mammals that dwell in all of the oceans of Krynn. they possess long, compact bodies with one large fin upon their back, two flippers, a powerful tail, jaws filled with sharp teeth, and a blow hole. Dolphins are generally 5 to 6 feet long.

Dolphins are highly intelligent creatures, and will usually help a human or elf in danger of drowning. Many dolphin schools form close relationships with communities of Dimernesti or Dargonesti sea elves, and help to protect these communities against sharks and other marine perils.

Dolphins communicate in their own intricate language of high-pitched sounds, many of which are out of range of human or elven hearing. Many also understand Dargoi and even Common.

Combat

Dolphins are playful, peaceful creatures, and will rarely enter combat unless their young are threatened or a friendly humanoid is being attacked by dangerous sea creatures.

Blindsight (Ex): Dolphins can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate onbjects and creatures within 120 feet. A silence spell negates this and forces the dolphin to rely on its vision, which is approximately as good as a human's eyesight.

Skills: Dolphins gain a +4 racial bonus to Spot and Listen checks. * These bonuses are lost if blindsight is negated.

Dargonesti Elves in Dolphin Form

A Dargonesti sea elf who uses her racial ability to assume the form of a dolphin acquires the natural size and Strength, Dexterity, and Constitution scores given above. She also gains the dolphin's natural armour, slam attack, swimming speed, and the Blindsight extraordinary ability.

The elf is still considered a Humanoid, and retains her own Intelligence, Wisdom, Charisma, level and class, hit points (despite any change in her Constitution score), alignment, base attack bonus, and base saves. Her new Strength, Dexterity, and Constitution scores may affect final attack and save bonuses, however. She retains her spells, spell-like abilities, and extraordinary abilities, but not supernatural abilities. The elf may not cast spells with material, somatic, or verbal components (but may be able to cast spells affected by the Silent and Still Spell metamagic feats).

All of the elf's equipment (including material components) meld into her new form and becomes nonfunctional for the duration of the effect.

After shifting to dolphin form, the Dargonesti elf is disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a -2 penalty to all rolls for 4 additional rounds. However, upon shifting to dolphin form the Dargonesti regains hit points as though she had rested for a day. These penalties may be reduced by taking the Shapechanging Expertise feat (see Arcane Magic of Krynn).

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