CREATURE 0
Perception +7; aquatic echolocation 120 feet, low-light vision
Skills Athletics +6
Str +2 Dex +3 Con +2 Int -4 Wis +3 Cha +0
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.
AC 15; Fort +6, Ref +7, Will +5
HP 16
Speed swim 60 feet
Melee snout +6, Damage 1d6+2 bludgeoning
Melee jaws +6, Damage 1d6+2 piercing
Ramming Speed 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.
Bestiary 2, page 84.
Open Bottlenose Dolphin in the interactive creatures list or browse all creatures starting with B.