Elf, Aquatic Dolphin Rider

Medium Humanoid (Elf, Aquatic) — CR 3

()Updated 3.5

Elf, Aquatic Dolphin Rider is a D&D 3.5 monster from —. CR 3, HD 1d8+2 plus 2d10+4 (25 hp).

Hit Dice
1d8+2 plus 2d10+4 (25 hp)
Initiative
+3
Speed
land 30 ft, 30 ft. in masterwork sharkskin armor, swim 40 ft.
Base Attack / Grapple
+2/+3
Attack
Trident +4 melee or +6 ranged
Full Attack
Trident +4 melee or +6 ranged
STR
12
DEX
17
CON
14
INT
8
WIS
13
CHA
8
Fort / Ref / Will
+7 / +3 / +3
Challenge Rating
3
Alignment
Usually neutral good
Organization
Squad (2-4), patrol (5-10 plus 2 3rd-level dolphinriders and 1 leader of 4th to 6th level plus 1-2 porpoises), or band (30-80 plus 25% noncombatants plus 1 3rd-level dolphinrider per 10 adults, 5 5th-level lieutenants, and 2 7th-level captains, plus 5-8 porpoises or 1-2 orcas, plus 2d6 hippocampi)
Treasure
Standard
Level Adjustment

Special Abilities

Feats

When aquatic elves fight, they are ruthless and clever. In water, they start by charging from below (especially against foes not used to fighting in three dimensions). They sometimes try to drive an aquatic enemy on shore to render it helpless. Battles between sea elves and sahuagin also include large numbers of porpoises and sharks. Aquatic elf warriors favor light armor, usually "leather" crafted from eel or shark skins, or from fish scales sewn onto thick cloth. Aquatic elves possess the following racial traits. +2 Dexterity, -2 Intelligence.Medium size.An aquatic elf 5 base land speed is 30 feet. An aquatic elf has a swim speed of 40 feet.Immunity to sleep spells and effects, and a +2 racial bonus on saving throws against enchantment spells or effects.Gills: An aquatic elf can survive out of the water for 1 hour per point of Constitution. After that, he risks suffocation.Superior Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Description

When aquatic elves fight, they are ruthless and clever. In water, they start by charging from below (especially against foes not used to fighting in three dimensions). They sometimes try to drive an aquatic enemy on shore to render it helpless. Battles between sea elves and sahuagin also include large numbers of porpoises and sharks. Aquatic elf warriors favor light armor, usually "leather" crafted from eel or shark skins, or from fish scales sewn onto thick cloth. Aquatic elves possess the following racial traits. +2 Dexterity, -2 Intelligence.Medium size.An aquatic elf 5 base land speed is 30 feet. An aquatic elf has a swim speed of 40 feet.Immunity to sleep spells and effects, and a +2 racial bonus on saving throws against enchantment spells or effects.Gills: An aquatic elf can survive out of the water for 1 hour per point of Constitution. After that, he risks suffocation.Superior Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.