14 (natural armor)
27 (5d8 + 5)
walk 0 ft., swim 60 ft.
Wis +3, Cha +5
Perception +3, Performance +5
blindsight 60 ft.
Aquan, telepathy 120 ft.
3
+2
The dolphin can hold its breath for 20 minutes.
The dolphin makes two Dazzling Slam attacks.
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.
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.
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.