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Celestial Porpoise (Summon Monster I)

Porpoise
NG Medium Magical Beast (Augmented Animal, Extraplanar)
Init +3; Senses Blindsight 120 ft, Darkvision 60', Low-light vision; Listen +8*, Spot +7*
Languages Celestial

AC 15 (+3 Dex, +2 Natural), Touch 13, Flat-footed 12
hp 11 (2 HD)
SR 7
Resist Acid 5, Cold 5, Electricity 5
Fort +4, Ref +6, Will +1
Speed Swim 80 ft.
Melee Slam +4 (2d4)
Base Atk +1; Grp +1
Atk Options Smite Evil (1/day)
Smite Evil (1/day): make a normal melee attack to deal 2 points extra damage against an evil foe.

Abilities Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6
SQ Blindsight: Porpoises can 'see' by emitting high-frequency sounds, to a range of 120 feet. A silence spell negates this and forces the creature to rely on its normal vision.
Hold Breath: A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Skills: +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Can always take 10 on a Swim check. 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, which are lost if its blindsight is negated.
Feats Weapon Finesse
Skills Listen +8*, Spot +7*, Swim +8

CR 1/2

Encounter Treasure

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Race keywords: Celestial, Celestial Porpoise, Porpoise, Porpoise, Celestial
Class keywords: Summon Monster I
Sourcebooks: Monster Manual, Player's Handbook

— Contributed by Guild Lieutenant Guildmaster

 

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