Porpoise | Celestial Porpoise | |
---|---|---|
Size/Type: | Medium Animal | Medium Magical Beast (Extraplanar) |
Hit Dice: | 2d8+2 (11 hp) | 2d8+2 (11 hp) |
Initiative: | +3 | +3 |
Speed: | Swim 80 ft. (16 squares) | Swim 80 ft. (16 squares) |
Armor Class: | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 |
Base Attack/Grapple: | +1/+1 | +1/+1 |
Attack: | Slam +4 melee (2d4) | Slam +4 melee (2d4) |
Full Attack: | Slam +4 melee (2d4) | Slam +4 melee (2d4) |
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
Special Attacks: | — | Smite Evil |
Special Qualities: | Blindsight 120 ft., hold breath, low-light vision | Blindsight 120 ft., hold breath, low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 7 |
Saves: | Fort +4, Ref +6, Will +1 | Fort +4, Ref +6, Will +1 |
Abilities: | Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6 | Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6 |
Skills: | Listen +8*, Spot +7*, Swim +8 | Listen +8*, Spot +7*, Swim +8 |
Feats: | Weapon Finesse | Weapon Finesse |
Environment: | Temperate aquatic | Any good-aligned plane |
Organization: | Solitary, pair, or school (3-20) | Solitary, pair, or school (3-20) |
Challenge Rating: | ½ | ½ |
Alignment: | Always neutral | Always neutral good |
Advancement: | 3-4 HD (Medium); 5-6 HD (Large) | 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.
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.
A porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.
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.
These celestial creatures are commonly summoned by the summon monster I spell.
Once per day a celestial porpoise can make a normal melee attack to deal 2 points of extra damage against an evil foe.