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Bottlenose DolphinCreature 0

Source Pathfinder Bestiary 2
Perception +7 (aquatic echolocation 120 feet, low-light vision)
Languages none
Skills Athletics +6
Str +2, Dex +3, Con +2, Int -4, Wis +3, Cha +0

AC 15; Fort +6; Reflex +7; Will +5;
HP 16
Speed 0 feet (swim 60 feet)

Snout One Action +6 (+1, -4) to hit 1d6+2 Bludgeoning
Jaws One Action +6 (+1, -4) to hit 1d6+2 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Aquatic Echolocation

A bottlenose dolphin can use its hearing as a precise sense at the listed range, but only underwater.

Deep Breath

A bottlenose dolphin can hold its breath for 2 hours.

Ramming Speed Two Actions

The bottlenose dolphin Swims twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll. A Large or smaller creature hit by this attack must succeed at a DC 16 fortitude save or be Slowed 1 for 1 round.

The bottlenose dolphin is the most common and widespread species of dolphin. They are social predators who hunt shallow seas and rivers in large family groups called pods. Sailors are fond of bottlenose dolphins and frequently tell tales of how they save drowning fishers or kill sharks with blows from their powerful snouts.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.