The Celestial Dolphin: A Cosmic Marvel
“Discover the Mystical Celestial Dolphin: Guardian of the Cosmic Ocean and Bringer of Starlight!”

Celestial Dolphins are majestic, ethereal beings, radiating a soft, divine glow that pulses in sync with the rhythm of their movements. Their bodies are sleek, elongated, and covered in pearlescent skin that shimmers with subtle hues of silver, pale blue, and iridescent white. Faint, star-like constellations pattern their sides, and their tails and fins emit trails of soft stardust. Their eyes, deep and wise, reflect the light of distant stars, giving them an otherworldly presence. Their dorsal fins are slightly larger than typical dolphins, with an opalescent sheen that sparkles in the light. Each Celestial Dolphin has an aura of tranquility, and their movements are impossibly fluid, as if they glide between the waters and the very fabric of the heavens.
Behaviour:
These celestial beings are peaceful and serene by nature, embodying wisdom and harmony. They move with slow, deliberate grace, often communicating with one another through telepathic waves of emotion rather than sound. When in the presence of other beings, Celestial Dolphins exude a calming aura, making them natural protectors of those lost or in need. While generally non-aggressive, they will fiercely defend their realm and those they protect. They are capable of extraordinary feats of agility, capable of leaping through the air or diving into depths with ease, creating ripples of light and energy in their wake.
Habitat:
Celestial Dolphins dwell in heavenly, ethereal seas—vast, luminous oceans that stretch beyond the material world, existing within the boundary between the planes of existence. These waters glow with soft, shimmering light, as if stars themselves are reflected within them. The surface of the water is calm, with gentle waves that roll like liquid glass. Floating islands of radiant crystal and islands of celestial flora dot the endless horizon, adding to the serene beauty of their home. The waters are free of pollution or decay, and the environment exudes a sense of perfect harmony and peace. The Celestial Dolphins roam these heavenly waters, often found near sacred sites, ancient ruins, or locations where the fabric of reality is thin.
Modus Operandi:
Celestial Dolphins are natural guardians, often intervening when divine balance is disrupted or when mortal souls become lost or threatened. They are quick to offer aid, guiding travelers, calming troubled minds, and even healing those in need. Their innate abilities include the power to manipulate light, create restorative currents of healing energy, and communicate telepathically with those they encounter. They use their starburst abilities to blind aggressors or create dazzling distractions if necessary. When protecting their realm, they can control the flow of water itself, summoning powerful waves or calming storms to maintain balance.
They prefer diplomacy, offering guidance and counsel, but will not hesitate to defend their domain or allies when threatened. When they sense a disturbance in the divine order, they swiftly act, often using their teleportation and healing abilities to resolve conflicts and restore peace.
Motivation:
Celestial Dolphins are motivated by a profound sense of duty to maintain the balance of the celestial seas and protect the sanctity of the natural world. They are driven by the desire to spread peace, wisdom, and healing. They seek to aid lost souls, guide wayward travelers, and safeguard the weak or the innocent. Their connection to the divine forces of the cosmos compels them to act as mediators between the material world and the divine, ensuring that harmony and equilibrium are preserved. While peaceful, they are staunch protectors of their home and the beings that inhabit it.
4o mini
Celestial Dolphin 5e
Celestial Dolphin 3.5
Celestial Dolphin

Medium celestial beast, neutral good
Armor Class: 15 (natural armor)
Hit Points: 76 (13d8 + 13)
Speed: 0 ft., swim 60 ft., fly 60 ft. (hover, while underwater)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 20 (+5) | 14 (+2) | 14 (+2) | 18 (+4) | 20 (+5) |
Saving Throws: DEX +8, WIS +7, CHA +8
Skills: Insight +7, Perception +7, Performance +8
Damage Resistances: radiant, psychic
Damage Immunities: poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 60 ft., passive Perception 17
Languages: understands Celestial, Aquan, and telepathy 120 ft.
Challenge: 6 (2,300 XP)
Traits
Amphibious. The Celestial Dolphin can breathe air and water.
Ethereal Swimmer. While underwater, the Celestial Dolphin can fly at its swim speed, unaffected by terrain or environmental conditions.
Luminous Grace. The Celestial Dolphin sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, it can suppress or reignite this light. Creatures in its bright light gain advantage on saving throws against being frightened.
Innate Spellcasting. The Celestial Dolphin’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: Light, Minor Illusion, Detect Magic
- 3/day each: Cure Wounds (3rd level), Calm Emotions, Moonbeam
- 1/day each: Greater Restoration, Control Water
Actions
Multiattack. The Celestial Dolphin makes two Radiant Tail attacks.
Radiant Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 3) radiant damage.
Starburst (Recharge 5–6). The Celestial Dolphin emits a burst of radiant energy in a 20-foot radius. All creatures of its choice within range must make a DC 16 Dexterity saving throw, taking 18 (4d8) radiant damage on a failed save or half as much on a success. Creatures that fail are also blinded until the end of their next turn.
Guiding Leap. The Celestial Dolphin teleports up to 30 feet to a location it can see within water, leaving a radiant trail behind it. The next attack against a creature within 5 feet of the arrival point has advantage, as the target is momentarily outlined in light.
Legendary Actions
The Celestial Dolphin can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn.
- Celestial Glow (Costs 1 Action). The Celestial Dolphin intensifies its glow. Creatures within 10 feet must succeed on a DC 16 Constitution saving throw or be blinded until the end of their next turn.
- Healing Current (Costs 2 Actions). The Celestial Dolphin creates a wave of restorative energy in a 15-foot radius around it. Creatures of the dolphin’s choice regain 8 (2d6) hit points.
Tactics
- Before Combat: The Celestial Dolphin uses its Detect Magic to scan for threats. It may use Control Water to manipulate the flow of the sea or calm raging currents, creating a safer battleground for its allies.
- During Combat: It starts by using Moonbeam to zone enemies and keep them from clumping together. The Celestial Dolphin will use Guiding Leap to move strategically and outmaneuver foes, drawing attention away from weaker allies.
- Defensive Maneuvers: When threatened, it uses Healing Current or Cure Wounds on itself or others, then teleports to a safer location with Guiding Leap.
- Area Control: It leverages Starburst to blind multiple enemies and keep them at a distance, using its radiant light as both offense and defense.
Motivations and Personality
The Celestial Dolphin is a divine guardian of the seas, committed to preserving balance in aquatic realms and protecting those who traverse the waters. While peaceful in nature, it will fight fiercely when its domain is threatened. It strives to foster harmony between the ocean’s creatures and those who respect its sacred waters. Always driven by compassion and wisdom, it acts as a guide to lost souls and a beacon of hope for seafarers.

Porpoises are mammals that tend to be playful, friendly, and helpful. A typical porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size.
Celestial Porpoise | |
Size/Type | Medium magical beast (Extraplanar) |
Hit Dice | 2d8+2 (11 hp) |
Initiative | +3 |
Speed | Swim 80 ft. (16 squares) |
Armor Class | 15 (+3 Dexterity, +2 natural), touch 13, flat-footed 12 |
Base Attack/Grapple | +1/+1 |
Attack | Slam +4 melee (2d4) |
Full Attack | Slam +4 melee (2d4) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Smite Evil 1/day |
Special Qualities | Blindsight 120 ft., hold breath, Low-Light Vision, Darkvision 60ft, Resistance to acid, cold, and electricity 5, Spell Resistance 7 |
Saves | Fort +4, Ref +6, Will +1 |
Abilities | Strength 11, Dexterity 17, Constitution 13, Intelligence 3, Wisdom 12, Charisma 6 |
Skills | Listen +8*, Spot +7*, Swim +8 |
Feats | Weapon Finesse |
Environment | Temperate aquatic in any good-aligned plane. |
Organization | Solitary, pair, or school (3-20) |
Challenge Rating | 1/2 |
Treasure | None |
Alignment | Always good (any) |
Advancement | 3-4 HD (Medium); 5-6 HD (Large) |
Level Adjustment | – |
COMBAT
Blindsight (Ex): Porpoises can see by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a humans.
Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its Blindsight is negated.
Notes
- This monster is a Porpoise with the Celestial Creature template added to it.
- This monster can be summoned using the spell Summon Monster I.