Special Equipment. The dolphin carries a ruby of the war mage and a sanctum amulet.
Spellcasting. The dolphin is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, command, guiding bolt, healing word, shield of faith
2nd level (3 slots): blindness/deafness, hold person, prayer of healing, spiritual weapon
3rd level (3 slots): dispel magic, life transference, revivify (has one diamond embedded in its saddle)
Hold Breath. The dolphin can hold its breath for 20 minutes.
Multiattack. The dolphin makes two Dazzling Slam attacks.
Dazzling Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) psychic damage, and the target is blinded until the start of the dolphin’s next turn.
Delightful Light (Recharge 5–6). The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in that light gain 11 (2d10) temporary hit points.
Fey Leap. The dolphin teleports up to 30 feet to an unoccupied space it can see. Immediately before teleporting, the dolphin can choose one creature within 5 feet of it. That creature can teleport with the dolphin, appearing in an unoccupied space within 5 feet of the dolphin’s destination space.
Divine Eminence. The dolphin can expend a spell slot to cause its dazzling slam attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the dolphin expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
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