Dolphin
- Rating
- 2
- Type
- Beast
- Size
- Medium
Dolphins are swift, intelligent aquatic creatures. In the waters of ELDRA, some have been corrupted by dark energy, becoming aggressive and territorial. Even uncorrupted, a pod of dolphins defending young can ram hard enough to stun a swimmer.
| Fight +2 | Reflex +5 | Stealth +1 | Perception +4 | Resolve +3 |
| Might +2 | Fortitude +2 | |||
| Physical Defense 2 | Elemental Defense 0 | AP 3 | Move 4m / Swim 16m | |
| Physical Stress 6 | Mental Stress 10 | Consequences Mild, Moderate, Severe |
Attacks
- Ram (Fight +2, 1 AP) — 1d6 + 2 bludgeoning damage. On a hit: target makes Fortitude vs 3 or is pushed 2m.
Special Abilities
-
Echolocation — +2 to Perception when detecting creatures underwater. Cannot be surprised while submerged.
-
Aquatic — In water, all rolls made with Advantage. Cannot breathe air; must surface every 30 minutes.