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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH PORPOISE

 

Medium Magical Beast (Augmented Animal, 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

Special Qualities:

Blindsight 120 ft., hold breath, low-light vision, darkvision 60ft, resistance to cold 5 and fire 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:

Any Evil-aligned plane

Organization:

Solitary, pair, or school (3–20)

Challenge Rating:

1/2

Alignment:

Always evil (any)

Advancement:

3–4 HD (Medium); 5–6 HD (Large)

Level Adjustment:

+2

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 Constitution score before it risks drowning.

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +2.

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