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# 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.