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Dolphin

by Sheldon Morris

Large beast, neutral good
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Armour Class 12
Hit Points 45 (7d10 + 7)
Speed swim 50 ft.
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STR|DEX|CON|INT|WIS|CHA
15 (+2)|14 (+2)|13 (+1)|9 (-1)|13 (+1)|11 (+0)
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Senses passive Perception 11
Languages Dolphin, telepathy 50 miles (dolphin only)
Challenge ½ (100 XP)
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Charge. If the dolphin moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Hold Breath. The dolphin can hold its breath for 15 minutes.

Telepathic Bond. The dolphin can communicate telepathically with any other dolphin within a 50 mile radius, and can take a bonus action to use its telepathy to aid another dolphin within 30 feet that it can see. A dolphin aided in this manner gains a +2 bonus to its AC until the start of the aiding dolphin's next turn.

Detect Magic. The dolphin can use its action to detect magic as the spell of the same name. This is an innate ability, and is not a cast spell.

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ACTIONS
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) bludgeoning damage.