5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Fiends >Burning Dervish >

Burning Dervish Guard

Medium fiend, lawful evil

Armor Class 16 (natural armor)
Hit Points 84 (13d8 + 26)
Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 13 (+1) 15 (+2) 16 (+3)

Skills Perception +5, Stealth +6
Damage Vulnerabilities cold
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages Common, Ignan, Infernal
Challenge 7 (2,900 XP)

Special Traits

  • 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 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components.

Actions

  • 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: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) 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 5 (1d10) 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 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
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City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene