Kryx RPGThemesCreatures

Dolphin

Medium animal
Challenge

STR
2
DEX
1
CON
1
INT
−2
WIS
1
CHA
−2

11
2d8+2
14
Fort
+1
Ref
+2
Will
+0
Defense note natural armor

Speed 0 m., swim 10 m.
Skills Insight +1 (12), Perception +3 (14)
Senses blindsight 10 m.

Hold Breath. The dolphin can hold its breath for 20 minutes.

Maneuvers. The dolphin uses maneuvers (maneuver save DC 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: charge, disorient, spring attack, sprint

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 5 (1d6 + 2) bludgeoning damage.

Coastal, Underwatervgtm

Maneuvers

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it up to 2 meters away from you and knock it prone.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.