DUMB DECISION TTRPG · Library

Dolphin Delighter

Medium fey, Chaotic Good

Armor Class 14 (natural armor)

Hit Points 27 (5d8 + 5)

Speed swim 60 ft.

STR 14 (+2)
DEX 13 (+1)
CON 13 (+1)
INT 11 (+0)
WIS 12 (+1)
CHA 16 (+3)

Saving Throws WIS +3, CHA +5

Skills Perception +3, Performance +5

Senses blindsight 60 ft., passive Perception 13

Languages Aquan, telepathy 120 ft.

Challenge 3

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.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 97