Dolphin Delighter Monster Guide for D&D

In the Feywild, dolphin delighters brighten the moods of those who travel the seas of the Domains of Delight. Telepathically singing sea chanteys, these dolphins leap and teleport through the luminous waters of Faerie and the Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves.

Dolphin delighters often accompany groups of sea elves, tritons, and tortles as guardians and friends.

Medium Fey, Typically Chaotic Good

Armor Class: 14 (natural armor)
Hit Points: 27 (5d8 + 5)
Speed: 0ft., 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 (700 XP)

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.

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.