Delphinid
Large Beast
Hit Dice: 5d10+15 (43 hp)
Initiative:+4 (+4 Dex)
Speed: fly 50 ft. (average)
AC: 15 (–1 Size, +4 Dex, +2 natural)
Attacks: Butt +8
Damage: Butt 2d4+4
Face/Reach: 10 ft. x 5 ft./5 ft.
Special Attacks: None
Special Qualities: Change colors, low-light vision, darkvision 60 ft
Saves: Fort +7, Ref +8, Will +2
Abilities: Str 19, Dex 18, Con 17, Int 6, Wis 12, Cha 14
Skills: Listen +3, Hide +13, Spot +3
Feats: Improved Bull Rush
Climate/Terrain: Phlogiston
Organization: School (4–13)
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic good
Advancement: 6–12 (Large), 13–16 (Huge)

    Delphinids swim harmlessly through the phlogiston. They have a fish-shaped body with trilateral symmetry, with everything found in triplicate, this includes eyes, jaws, dorsal and tail fins.

    Combat: delphinid can attack only by ramming (its teeth are too small to be used effectively as weapons). A delphinid can ram every other round. Each ram inflicts 2d4 points of damage plus strenght bonus. Any creature that weighs less than the delphinid must roll a successful Dexterity check or be knocked down (or off, or over, or whatever).
    Delphinids rarely initiate combat. They attack only to protect themselves or their friends. They are smart enough to be creative in their strategies and tactics. They can be taught tricks or maneuvers quite easily.

    Change Colors (Ex): Delphnids can change color to match the swirling patterns of color found in the phlogiston. This gives the delphnids have a +10 racial bonus to Hide checks. A dead delphinid is a pale grey color.

    Each delphinid has its own personality. While they travel to-gether in a school, there does not appear to be a leader. Each delphinid does as it pleases. The group tends to follow the one with the idea of the moment. They like elves, humans, gnomes, halflings, kender, and other fun-loving races. They avoid beholders, mind flayers, neogi, lizard men, and other aggressive races. They are neutral toward dwarves, the arcane, giff, dacon, and such.

In the Spheres
    Delphinids somehow get their nourishment from phlogiston. They have been known to intentionally turn grey, black, or white in order to be seen by passing sailors and like the treats that sailors are fond of throwing to them. They have on occasion been known to help stranded travelers. The neogi consider it a delicacy. Most crews of spelljamming ships consider it bad luck to kill a delphinid.


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Delphinid, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Delphinid ©2002, Flits3
Original Source: Monstrous Compendium #7