How D&D thinks dolphins work

Dolphins are completely carnivorous, living on a diet of fish. Though they can remain
submerged for several minutes at a time, they must surface regularly to breathe. Unlike most mammals,
breathing is a conscious, rather than unconscious action on the part of dolphins; in other words, they
literally must remember to breathe. Newborn dolphins are assisted to the surface to breathe by their
mothers and a female dolphin midwife. Dolphins are by nature playful, good-tempered, and lawful good,
despising evil creatures. Most roam the oceans in schools, numbering as large as 20 dolphins, swimming
where their fancy suits them. They never fight among themselves or with other breeds of dolphins.
Dolphins are famous for the great pleasure they take in life; when swimming they often perform dazzling
aquatic stunts, leaping in and out of the water in a spectacular fashion. They will also play with objects
that they find and enjoy games. Dolphins sometimes follow ships, entertaining the crews and passengers
with their antics.
About 10% of all dolphins live in organized communities. These groups have 1d4+1 swordfish (AC 6,
move 24, 1+1 Hit Dice, 2d6 points of damage/attack) or 1-3 narwhales (AC 6, move 21, 4+4 Hit Dice,
2d12 points of damage/attack) as guards, depending on the climatic region. If a community is found,
there is a 75% possibility that there are 1d4 additional communities of dolphins within a five-mile radius.
These organized communities of dolphins do not tolerate the presence of evil sea creatures in their
domain, and if necessary enlist the aid of nomadic schools of dolphins to drive out evil creatures. Any
region inhabited by dolphin communities is also shark and killer whale free. 

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