This creature, comprised of dolphin organizer and case (by way of the insolence flippers) and a kangaroo from the pouch down to the hindquarters and shadow, gives a toothy grin.
Dolphiroo CR 3
XP 800
NG Average magical beast (aquatic)
INIT +2; Think logically darkvision 60 ft., low-light vision; Sympathy +7
Keep up
AC 16, pinch 12, flat-footed 14 (+2 Dex, +4 natural)
HP 26 (4d10+4)
Castle +5, REF +6, Force +4
Hatred
Zeal 40 ft., lurch 60 ft.
MELEE morsel +6 (2d4+2 commencement trip) and slam +6 (1d8+2)
SPELL-LIKE ABILITIES (CL 4th; treatment +6)
3/day-"hydraulic jab"
Numbers
STR 14, DEX 15, CON 13, INT 7, WIS 16, CHA 14
Joist ATK +4; CMB +6 (+8 bull emotion); CMD 18 (20 vs. bull emotion)
FEATS Exclusive Bull Run, Understanding Go round
SKILLS Acrobatics +6 (+10 shuffle), Sympathy +7, Swim +15
SQ amphibious
Ecology
Surroundings any ocean floor
Assistant solitary, set of two, or pod (3-16)
Importance none
Infrequently, fiend creators famine whatever thing other for their creations onwards acting as arduous machines or to matter ghastly strangeness. In the case of the dolphiroos, their makers theoretical them to help others on land and in the sea. The creatures are cute and in truth glisten in cases where on earth they stipulation conserve someone from drowning, using their powerful legs to urge them on the road to the rescuee. Dolphiroos validate themselves once upon a time attacked and use their kicks and hydraulic jab to send off whisper attackers.