Medium Beast (Wizard), Any Alignment
Armor Class 14 (natural armor, 17 with mage armor)
Hit Points 27 (5d8 + 5)
Speed 0 ft., Swim 60 ft.
STR
14 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws INT +5, WIS +3
Skills Perception +3
Senses Blindsight 60 ft., Passive Perception 13
Languages Aquan, Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Hold Breath. The dolphin can hold its breath for 20 minutes

Spellcasting. The dolphin is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The dolphin has following wizard spells prepared:
Cantrips (at will): shape watermage hand (appears as a fin), chill touch
1st level (2 slots): magic missilemage armor (self only)

Actions

 Arcane Bolt. Ranged Spell Attack: +5 to hit, range 30/60 ft., one target. Hit: 13 (3d6 + 3) force damage.

Description

With arcane runes etched on their skin, arcane dolphins live under the sea, intelligent enough to form their own colonies and protect them with their spells. Arcane dolphins eat floating plants called seacotton, which gives them their ability to cast spells.

Arcane Dolphin Colonies. A typical arcane dolphin colony contains several arcane dolphins, as well as many dolphins and possibly a dolphin delighter. They typically make their colonies in rocks and protected areas, to defend against the dragonbreath fish and shadow jellies that sometimes attack.

Becoming an Arcane Dolphin. No dolphins are born an arcane dolphin. Some dolphins have a knack for magic, or are born near spellbooks, and through mysterious study of the ocean around them, they transform into masters of the arcane.

Habitat: CoastalUnderwater

TheSirPickle

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