Divine Eminence. As a bonus action, the fire priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 7 (2d6) fire damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting:
The enchanter is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +5 to hit with spell attacks). The fire priest has the following cleric spells prepared:
Can trips (at will): sacred flame, word of radiance, message, light
1st level (4 slots): hellish rebuke, guiding bolt, shield of faith(c), burning hands
2nd level (3 slots): spiritual weapon, flaming sphere(c), scorching ray
3rd level (3 slots): fireball, spirit guardians(c)
4th level (2 slots): wall of fire(c), death ward
5th level (1 slot): flame strike, scrying
Multiattack. The fire priest makes two mace attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+2) bludgeoning damage.
The fire priest 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. The unicorn regains spent legendary actions at the start of its turn.
Attack. The fire priest makes a mace attack.
Consume flames. (Costs 2 Actions): The fire priest magically regains 9 (2d6 + 2) hit points.
Lair and Lair Actions
A Fire Priest's Lair
The inside of a volcano or other areas around geothermal heat sources makes for a great lair of the fire priest.
Lair Actions
On initiative count 10 (losing initiative ties), the fire priest takes a lair action to cause one of the following effects; the fire priest can’t use the same effect two rounds in a row.
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the fire priest. Each creature other than the fire priest on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
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