Dolphin Delighter
  1. Races

Dolphin Delighter

Medium Fey, Typically Chaotic Good
AC 14 (natural armor)
Initiative +1 (11)
HP 27 (5d8 + 5)
Speed 0 ft., Swim 60 ft.
mod
save
mod
save
mod
save
Str
14
+2
+2
Dex
13
+1
+1
Con
13
+1
+1
Int
11
+0
+0
Wis
12
+1
+3
Cha
16
+3
+5
Skills Perception +3Performance +5
Senses Blindsight 60 ft., Passive Perception 13
Languages Aquan, telepathy 120 ft.
CR 3 (XP 700; PB +2) 

Traits

Hold Breath. The dolphin can hold its breath for 20 minutes.

Actions

Multiattack. The dolphin makes two Dazzling Slam attacks.

Dazzling Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) psychic damage, and the target is blinded until the start of the dolphin's next turn.

Bonus Actions

Delightful Light (Recharge 5–6). The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in that light gain 11 (2d10) temporary hit points.

Fey Leap. The dolphin teleports up to 30 feet to an unoccupied space it can see. Immediately before teleporting, the dolphin can choose one creature within 5 feet of it. That creature can teleport with the dolphin, appearing in an unoccupied space within 5 feet of the dolphin's destination space.