5e SRD >Creatures >

Burning Dervish Priest

Family: Burning Dervish

Medium fiend, lawful evil

Armor Class 14 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft., fly 20 ft.

15 (+2) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 15 (+2)

Skills Perception +6, Religion +4, Stealth +6
Damage Vulnerabilities cold
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 16
Languages Common, Ignan, Infernal
Challenge 8 (3,900 XP)

Special Traits

  • Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon 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 priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
  • Elemental Endurance. Burning dervishes can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Elemental Plane of Water for up to 12 hours. Failure to return to the Elemental Plane of Fire after that time deals 1 cold damage each hour to a burning dervish until it dies or returns to the Elemental Plane of Fire.
  • Innate Spellcasting. The burning dervish’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components.
  • Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared.


  • Multiattack. The burning dervish makes two Scimitar attacks or two Fist attacks.
  • Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Fist (flame form only). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) fire damage.
  • Flame Form (3/day). The burning dervish magically polymorphs into a Medium-sized column of fire for 1 minute, until the dervish ends it as a bonus action, or the dervish dies. Equipment worn or carried by the dervish are absorbed into its form. While in this form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, it is immune to being grappled or restrained, and can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the burning dervish in this form or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. In addition, the burning dervish 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 4 (1d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4 (1d8) fire damage at the start of each of its turns.
  • Beckon the Flames (1/day). The burning dervish priest creates one column of fire that is 10 feet across by feet high at a point it can see within 120 feet. The column remains burning for 1 minute. Creatures that enter or begin their turns in the area of these flames must make a DC 14 Dexterity saving throw, taking 9 (2d8) fire damage on a failed saving throw, or half as much damage on a successful saving throw. The priest can use its action to move the column up to 30 feet.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene