Spellcasting.The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary,
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond:You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions:
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target.
Hit: 1d8 + 2 + PB slashing damage.
Amphibious: The beast can breathe both air and water.
Primal Bond:You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions:
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.
Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond:You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions:
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
Proficiency Bonus: Equals your bonus
Actions:
Flame Seed.Ranged Weapon Attack:your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation:The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.