agical Horns. This Creature has two conical horns protruding from either side of its blowhole, that can be used to create magical effects. It can use its action to cast some small level illusory spells.
Minor illusion [at will]
Fog Cloud [1 per day]
Color Spray [1 per day]
The Bolphin can also regain uses of Fog cloud or Color spray by rolling a d6 every turn they are surrounded by water, (5s and 6s recharge the abilities)
Amphibious. Can breath Air, and Water. Must stay wet to maintain its health. While outside the water, the creature must be moistened every 3 turns or it will begin to take 1d4-1 fire damage a turn as their skin dries out.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., Hit: (2d6 + 3) piercing damage.
Blowhole Blast. Ranged Attack: +3 to hit, range 15ft cone. Hit: (1d4 + 3) Bludgeoning damage. (Can only be used when at least a 5x5 foot cube of water is present or the creature is submerged in water.
Twist Fate. Power is channeled through the creature's horns, and ever creature within 10 feet gain 1d6 to any saving throw for a minute.
Magical Horns. Use the latent magic within its horns to cast small illusory spells
Description
Bolphins are magical creatures native to the seas of Karekalu. They possess the sleek body of a dolphin, the face of a seal, and two conical horns on the top of their heads. These horns grant them the ability to twist fate and cast magical spells, allowing them to manipulate their environment and confuse their enemies.
They primarily hunt schools of fish in pods of their own, implementing a mixture of magic and intelligent strategies to hunt efficiently. And behind their cute face is a mouth full of razor sharp backward facing teeth, specifically for catching slippery fish.
In general they are quite friendly with humanoid species, and quite fond of sailors and pirates. Legends say that flicking a gold piece onto its blowhole will grant you good luck. Generally, Bolphins are quite fond of gold, and will certainly take donations, no one is quite sure why.