Celestial Porpoise (3.5e Creature)

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Some playful celestial porpoises
Celestial Porpoise
Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Slam +4 melee (2d4)
Full Attack: Slam +4 melee (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day
Special Qualities: Blindsight 120 ft., hold breath, low-light vision, Darkvision 60ft, Resistance to acid, cold, and electricity 5, Spell Resistance 7
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6
Skills: Listen +8*, Spot +7*, Swim +8
Feats: Weapon Finesse
Environment: Temperate aquatic in any good-aligned plane.
Organization: Solitary, pair, or school (3–20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always good (any)
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment:


Porpoises are mammals that tend to be playful, friendly, and helpful. A typical porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size.

COMBAT

Blindsight (Ex): Porpoises can “see” by emitting 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 porpoise to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Consitution score before it risks drowning.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Notes

SEE WIKIPEDIA ENTRY:



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