Dolphin Delighter
Mordenkainen Presents: Monsters of the Multiverse p. 97
- Size
- Medium
- Type
- fey
- Alignment
- typically chaotic good
- AC
- 14 (natural armor)
- Hit Points
- 27 (5d8+5)
- Speed
- walk 0 ft., swim 60 ft.
- 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
- Lineage
- Dolphin
Traits
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.
recharge
D5
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.