Dolphin, Common (CR 1/2)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: Listen +5* and Spot +4*
AC: 13 (+2 Dex, +1 natural) touch 12, flat-footed 11
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +5, Will +1
Speed: Swim 80 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +2
Attack: Slam +3 melee
Full Attack: Slam +3 melee
Damage: Slam 1d4+1
Abilities: Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
Special Qualities: Hold breath
Feats: Weapon Finesse (slam)
Skills: Listen +5*, Spot +4*, and Swim +13
Climate/Terrain: Any ocean
Organization: Solitary, pair, or pod (3-18)
Dolphins are social predators that hunt shallow seas and rivers in large family groups called pods. Sailors are fond of dolphins and frequently tell tales of dolphins saving drowning fishermen or killing sharks with blows from their powerful snouts.
Hold Breath (Ex): A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.