Library / Bestiary
Delphinal
CR
10.00
outsider (agathion, aquatic, extraplanar, good)
Neutral Good
Medium
This beautiful creature resembles a mermaid, with a bottlenose rostrum of a dolphin, with long luxurious hair flowing from her head, with a human-like torso with arms and a dorsal fin, and the tail of a blue or gray dolphin.
Description
Delphinals are aquatic agathions that resemble humanoid dolphins and live in the oceans of the upper planes, and defend against evil intrusion alongside bishops and chelonidals, and often serve under more powerful cetaceals, whom they greatly admire. Delphinals will sometimes serve on the material plane alongside communities of dolphinfolk and serve as protectors and leaders when facing an evil threat of a divine nature. Delphinals are about 4 feet long and can weigh about 250 lbs.
Ability Scores
STR
14
DEX
19
CON
15
INT
19
WIS
14
CHA
17
Combat Stats
- HP
- 75 (10d10 +20)
- AC
- 25 Touch 15, Flatfooted 20 (Dex +4, +1 Dodge +1, Natural +10)
- Speed
- 10 ft., swim 80 ft.
- Init
- +8
- Melee
- +1 Spear +13/+8 ( 1d6 +4) and tail slap +12 (1d6 +3 *3)
- Space
- 5 ft.
- Reach
- 5 ft.
- BAB
- +10
- CMB
- +12
- CMD
- 27 (can’t be tripped)
- Fort
- +5
- Ref
- +11
- Will
- +9
- DR
- DR 10/evil or silver
- SR
- 21
Special Attacks
Spells: A Delphinal casts spells as a 10th level Psychic, with the tranquility discipline, but does not gain any other class abilities.
Special Qualities
Immune Cold, electricity, petrification; Resist sonic 10, Amphibious, Lay On Hands (5d6, 8/day, as 10th level paladin),
Amphibious (Su): Delphinals can breathe both air and water.
Feats
Skills
Diplomacy +16, Handle Animal +16, Knowledge (Nature) +17, Knowledge (the Plains) +17, Perception +19, Sense Motive +19, Spellcraft +17, Stealth +17, Swim +23, Use Magic Device +16,
Spells
Spell-Like Abilities (CL 10):
Constant—speak with animals, detect evil,
At Will: - aid, detect thoughts (DC 15), dimension door (self plus 50 lbs. of objects only), dispel magic, hydraulic torrent, hold person (DC 16), light, mage hand, magic circle against evil (self only), magic missile, remove poison,
3/ day: heal, remove curse,
1/day: control weather,
Psychic Spells Known::
5th level: (3/day) mind thrust V (DC 19), serenity (D) (DC 19)
4th level: (6/day) mass daze (D) (DC 18), telekinesis, though shield III (DC 18),
3rd level: (7/day) force punch (DC 17) haste, mantle of calm (D) (DC 17), nixie’s lure (DC 17),
2nd level: (7/day) animal aspect, chill metal (DC 16), fox’s cunning, silence (D) (DC 16), sonic scream (DC 16)
1st level: (7/day) air bubble, colour spray (DC 15), Telempathic projection (D) (DC 15), expeditious retreat, mage armour, polypurpose panacea,
0-level (at will): arcane mark, dancing lights, message, mending, prestidigitation, read magic, sift, stabilize, telekinetic projectile,
(D)= Discipline spell; Discipline: Tranquility,
Details
- Type
- outsider (agathion, aquatic, extraplanar, good)
- Alignment
- Neutral Good
- Size
- Medium
- Environment
- any water (Nirvana)
- Organization
- solitary, pair, or pod (3–18)
- Treasure
- Standard (+1 shortspear, other treasure)
- Senses
- blindsense 120 ft., darkvision 60 ft., detect evil, low-light vision; Perception +19
- Languages
- Celestial, Draconic, Infernal; speak with animals, Telepathy 100 ft., truespeech
- Source
- homebrew
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