Medium Humanoid (Shapechanger), Neutral Good
Armor Class 13
Hit Points 52 (8d8 + 12)
Speed 30 ft., Swim 60 ft. in dolphin and hybrid forms
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 60 ft. (dolphin and hybrid forms only), Darkvision 60 ft., Passive Perception 12
Languages Common (can't speak in dolphin form)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Shapechanger. The weredolphin can use its action to polymorph into a dolphin-humanoid hybrid or into a dolphin, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Keen Hearing. The weredolphin has advantage on Wisdom (Perception) checks that rely on hearing.

Echolocation. The weredolphin can't use its blindsight while deafened.

Actions

Multiattack (Humanoid or Hybrid Form Only). The weredolphin makes two attacks, only one of which can be a bite.

Bite (Dolphin or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weredolphin lycanthropy.

Slam (Dolphin or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Description

Weredolphins are intelligent and nimble aquatic lycanthropes. In their humanoid form, they are typically lithe, with intelligent eyes. They tend to take up positions on ships or at academic institutions in coastal areas, preferring to always be near the sea. Weredolphins are social by nature, and often form tight-knit groups of their kind. Sometimes, you will come across a ship crewed entirely by weredolphins. They prefer to pass on their curse only to those who they wish to induct into their pod, though occasionally someone will become accidentally infected.

Characters as Weredolphins

The Monster Manual has rules for characters afflicted with lycanthropy. The following text applies to weredolphin characters specifically.

A character cursed with weredolphin lycanthropy gains a Dexterity of 16 if his or her score isn't already higher. Attack and damage rolls for the weredolphin's bite and slam are based on Dexterity. 

Monster Tags: Shapechanger

Habitat: CoastalUnderwaterUrban

AmdirgolSianstacia

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