Spelljammer

Monsters of the Hammer (by Spike)

Taul

SHMC

Armored Dolphin
Large Animal (Aquatic)

Hit Dice: 3d8+15 (27)
Initiative: +2 (Dex)
Speed: Swim 50ft
Armor Class: 18 (-1 size, +2 Dex, +7 natural)
Attacks: Bite +7 melee, tail slap +4 melee
Damage: Bite 1d8+3, tail slap 1d6+3
Face/Range: 5 ft.by 10 ft./5ft
Special Attacks: -
Special Qualities: Blind sight
Save: Fort +8, Ref +7, Will+3
Abilities: Str 21, Dex 15, Con 17
Int 13, Wis 12, Cha 7
Skills: Listen +13*, Spot +12*
Feats: -

Climate/ Terrain: Shallow oceans
Organization: School
Challenge Rating: 3
Treasure None
Alignment: Lawful Good
Advancement: 4-7 HD (Large), 8-12 (Huge)

These dolphins have the shape of a bottlenose dolphin, however, their skin is thick and plated, giving them the appearance of wearing plate armor. Their coloration is a normally a dark gray, although there have been reported cases of midnight black armored dolphins.

Armored dolphins are completely carnivorous, living on a diet of fish. Though they can remain submerged for several minutes at a time, they must surface regularly to breathe. Unlike most mammals, breathing is a conscious, rather than unconscious action on the part of armored dolphins; in other words, they literally must remember to breathe. Newborn armored dolphins are assisted to the surface to breathe by their mothers and a female armored dolphin midwife. Armored dolphins are by nature playful, good-tempered, and lawful good, despising evil creatures. Most roam the oceans in schools, numbering as large as 20 armored dolphins, swimming where their fancy suits them. They never fight among themselves or with other breeds of dolphins. Armored dolphins are famous for the great pleasure they take in life; when swimming they often perform dazzling aquatic stunts, leaping in and out of the water in a spectacular fashion. They will also play with objects that they find and enjoy games. Armored dolphins sometimes follow ships, entertaining the crews and passengers with their antics.

About 10% of all armored dolphins live in organized communities. These groups have 1d4+1 swordfish (AC 6, move 24, 1+1 Hit Dice, 2d6 points of damage/attack) or 1-3 narwhales (AC 6, move 21, 4+4 Hit Dice, 2d12 points of damage/attack) as guards, depending on the climatic region. If a community is found, there is a 75% possibility that there are 1d4 additional communities of dolphins within a five-mile radius. These organized communities of armored dolphins do not tolerate the presence of evil sea creatures in their domain, and if necessary enlist the aid of nomadic schools of armored dolphins to drive out evil creatures. Any region inhabited by armored dolphin communities is also shark and killer whale free.

Armored dolphins are highly intelligent and take a benign, distant interest in human doings. They will always help humans in distress, guiding them to the shore and keeping the sharks at bay. Certain solitary armored dolphins, known as rogues, have been known to form closer attachments to humans, accompanying them in a friendly fashion on swimming and fishing expeditions. These rogues often play dolphin games with their human companions. Armored dolphins are far more valuable to men in other respects. Friendly armored dolphins have warned sailors of the approach of pirate ships and the intentions of evil sea creatures. More than one ship owes its safe arrival in port to the timely intercession and warning of armored dolphins. They have come to men's aid when mermen and sahuagin attacked their ships. Armored dolphins have been known to raid sahuagin communities and destroy their eggs, for armored dolphins perceive these monsters as a threat to their safety.

The armored dolphin is both a hunter and hunted in its marine world. Sharks and other large evil sea creatures hunt the armored dolphin with enthusiasm. Despite its many enemies, the armored dolphin has many distinct advantages that enable it to survive and even flourish. Not only is it a strong, swift swimmer, but also its intelligence and organized lifestyle are highly effective defenses against its enemies.

Combat:
Like all dolphins, armored dolphins are inherently peaceful in nature and will only attack if threatened. This peaceful nature does not extend towards sharks and other natural enemies of dolphins. Unlike their normal cousins they will attack sharks even if outnumbered. In combat armored dolphins attack using their noses as battering rams. This attack is special in that armored dolphins can attack and harm creatures normally affected by magical weapons. This special attack only harms creatures affected by weapons of +1 enchantment only.

Blindsight (Ex): Dolphins can "see" by emmiting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects 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.

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





Strom Bar

Copyright 1999 by Stephen Meyer

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