Dolphin Delighter

Medium fey, typically chaotic good

Armor Class

14 (natural armor)

Hit Points

27 (5d8 + 5)

Speed

walk 0 ft., swim 60 ft.

Saves

Wis +3, Cha +5

Skills

Perception +3, Performance +5

Senses

blindsight 60 ft.

Languages

Aquan, telepathy 120 ft.

Challenge

3

Proficiency Bonus

+2

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.

Delightful Light (Recharge 5–6) (Bonus Action)

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 (Bonus Action)

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.