Wild Sirocco

Large elemental, neutral

Armor Class 13
Hit Points 105 (14d10 + 28)
Speed 0 ft., fly 80 ft. (hover)

18 (+4) 16 (+3) 15 (+2) 5 (–3) 10 (+0) 7 (–2)

Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran, Ignan
Challenge 6 (2,300 XP)
Proficiency Bonus +3


  • Blazing Maelstrom Form. The wild sirocco can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the sirocco or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, the sirocco can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 3 (1d6) fire damage and must succeed on a DC 15 Strength saving throw or be forced prone.
  • Elemental Nature. The wild sirocco doesn’t require air, food, drink, or sleep.
  • Water Susceptibility. For every 5 feet the wild sirocco moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.


  • Multiattack. The wild sirocco makes two Fiery Wallop attacks.
  • Fiery Wallop. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.
  • Scorching Winds (Recharge 5–6). The wild sirocco whips up scorching winds around it in a blaze. Each creature within 10 feet of the wild sirocco must make a DC 15 Strength saving throw. On a failure, a creature takes 21 (6d6) fire damage, ignites, and is thrown up to 20 feet in a random direction and forced prone. If a thrown creature strikes a solid surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be forced prone. Until a creature takes an action to douse the fire, an ignited creature takes 3 (1d6) fire damage at the start of each of its turns.


A wide, swirling vortex of flame whips low across the desert sands, tearing through bramble with ease and terrorizing wandering camels. The whirling blaze rips up a palm tree, and after scorching it to a crisp, tosses the charred thing out before catching it again in its hot zephyrs like a delightful toy.

Born where the Elemental Planes of Air and Fire meet, these creatures are as capricious as the former and as consuming as the latter. Driven by a compulsion to burn through everything in its path, these fiery vortexes scoop up anything in reach, scorch it, then fling the wreckage wantonly. In the desert, this may mean cacti and sun-bleached bones; in a wizard apprentice’s summoning room, this could mean far worse.

Eagerly Destructive. A wild sirocco is often excited to be summoned to another plane where it might test its fiery embrace upon anything flammable. It is discontent to guard anything, preferring to seek out foes so that it might carve a charred path and defeat them for its summoner. Every reputable wizard school warns its students against summoning these elementals, as a wild sirocco is an unruly ally at best and a volatile, unpredictable force of nature at worst.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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