Wereporpoise Working Draft
Wereporpoise (Weredolphin)
Wereporpoise, Aquatic Elf Form
Medium Humanoid (Aquatic, Elf, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+4 (18 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 17 (+1 Dex, +2 natural, +3 studded leather, +1 light shield), touch 11, flat-footed 16
Base Attack/Grapple: +2/+3
Attack: Trident +4 melee (1d8+1); or trident +4 ranged (1d8+1)
Full Attack: Trident +4 melee (1d8+1); or trident +4 ranged (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, aquatic elf traits, blindsight 120 ft., hold breath, gills, immunity to sleep spells and effects, porpoise empathy, superior low-light vision
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 11, Cha 8
Skills: Handle Animal +1 (+5
with porpoises), Listen +4, Search +2, Spot +3, Swim +5**
**includes –2 armor check penalty
Feats: Iron Will ᴮ, Weapon Finesse, Weapon Focus (trident)
Wereporpoise, Porpoise Form
Medium Humanoid (Aquatic, Elf, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+4 (18 hp)
Initiative: +4
Speed: Swim 80 ft. (16 squares)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Slam +6 melee (2d4+1)
Full Attack: Slam +6 melee (2d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, aquatic elf traits, blindsight 120 ft., damage reduction 10/silver, hold breath, gills, immunity to sleep spells and effects, porpoise empathy, superior low-light vision
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 13, Dex 19, Con 14, Int 8, Wis 11, Cha 8
Skills: Handle Animal +1 (+5
with porpoises), Listen +8* (+4
without blindsight), Search +2, Spot +7* (+3
without blindsight), Swim +9
Feats: Iron Will ᴮ, Weapon Finesse, Weapon Focus (trident)
Wereporpoise, Hybrid Form
Medium Humanoid (Aquatic, Elf, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+4 (18 hp)
Initiative: +4
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Claw +6 melee (1d4+1); or trident +4 melee (1d8+1); or trident +7 ranged (1d8+1)
Full Attack: 2 claws +6 melee (1d4+1) and bite +1 melee (1d6); or trident +4 melee (1d8+1) and claw +1 melee (1d4) and bite +1 melee (1d6); or trident +7 ranged (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, aquatic elf traits, blindsight 120 ft., damage reduction 10/silver, hold breath, gills, immunity to sleep spells and effects, porpoise empathy, superior low-light vision
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 13, Dex 19, Con 14, Int 8, Wis 11, Cha 8
Skills: Handle Animal +1 (+5
with porpoises), Listen +8* (+4
without blindsight), Search +2, Spot +7* (+3
without blindsight), Swim +9
Feats: Iron Will ᴮ, Weapon Finesse, Weapon Focus (trident)
Environment: Temperate aquatic
Organization: Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 porpoises)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful good
Advancement: By character class
Level Adjustment: +3
A sleek man-shaped being with the head and dorsal fin of a porpoise.
Wereporpoises are lycanthropes that can transform into marine mammals. They are bitter enemies of weresharks and rivals of wereseals. Wereporpoises often rest on shore in humanoid form during the day.
The wereporpoise presented here is a 1st-level aquatic elf warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
COMBAT
Unless they must pass as humanoid, wereporpoises normally fight in hybrid form so they can use claw and bite attacks in addition to manufactured weapons. In the ocean they change into porpoises if that form's higher swim speed is advantageous, such as when they when are outclassed in battle and wish to flee.
Alternate Form (Su): A wereporpoise can assume a bipedal hybrid form or the form of a porpoise.
Aquatic Elf Traits (Ex): Aquatic elves possess the following racial traits.
- Elf Traits: Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
Medium size.
An elf’s base land speed is 30 feet.
Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
- +2 Dexterity, -2 Intelligence.
- An aquatic elf has the aquatic subtype.
- An aquatic elf has a swim speed of 40 feet.
- Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).
- Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
- Favored Class: Fighter.
Blindsight (Ex): Wereporpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the wereporpoise to rely on its vision, which is approximately as good as a human's.
Hold Breath (Ex): A wereporpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.
Porpoise Empathy (Ex): Communicate with porpoises, and +4 racial bonus on Charisma-based checks against porpoises.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a wereporpoise’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Skills: A wereporpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A wereporpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
In Faerûn
These creatures are called weredolphins in Faerûn and possess the ability to communicate with and summon porpoises and whales as described below. All other abilities are the same as a standard wereporpoise. Weredolphins sometimes rest upon the backs of summoned whales floating on the sea.
Cetacean Empathy (Ex): Communicate with porpoises and whales, and +4 racial bonus on Charisma-based checks against porpoises and whales.
Summon Cetacean (Su): Once per day, as a standard action, a weredolphin can call forth 1d3 porpoises. These creatures arrive in 2d6 rounds and serve the weredolphin for up to 1 hour.
A weredolphin's summoning ability increases as it gains additional hit dice, allowing it to summon larger numbers of porpoises. At 9 Hit Dice it gains the ability to summon orcas and at 13 Hit Dice it gains the ability to summon baleen whales. See the Weredolphin Summoning Table for details.
Weredolphin Summoning Table
Hit Dice | Porpoises | Orca | Baleen Whale |
3-4 | 1d3 | — | — |
5-6 | 1d4+1 | — | — |
7-8 | 1d10 | — | — |
9-10 | 2d6 | 1 | — |
11-12 | 3d6 | 1d2 | — |
13-14 | 4d6 | 1d3 | 1 |
15+ | 4d10 | 1d4+1 | 1d2 |
Originally appeared in FR7 - Hall of Heroes (1989)
Skill Ranks:
Elf Warrior Skills: 2 ranks in Handle Animal, Listen (cross-class), Search (cross-class)
Porpoise Skills:1 rank in Listen, Spot