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

Burning Dervish High Priest

Medium fiend, lawful evil

Armor Class 16 (natural armor)
Hit Points 108 (16d8 + 32)
Speed 30 ft., fly 20 ft.

15 (+2) 16 (+3) 14 (+2) 13 (+1) 18 (+4) 16 (+3)

Saving Throws Wisdom +8, Charisma +7
Skills Perception +8, Religion +5, Stealth +7
Damage Vulnerabilities cold
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 18
Languages Common, Ignan, Infernal
Challenge 11 (7,200 XP)

Special Traits

  • Divine Eminence. As a bonus action, the high priest can expend a 1st level spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) fire damage to a target on a hit. This benefit lasts until the end of the turn. If the high 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 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components.
  • Spellcasting. The high priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:


  • Multiattack. The burning dervish makes two Scimitar attacks or two Fist attacks.
  • Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 4 (1d8) fire damage.
  • Fist (flame form only). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 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 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/long rest). The burning dervish high priest creates two columns of fire that are 10 feet across by 100 feet high at points it can see within 120 feet. The columns remain burning for 1 minute. Creatures that enter or begin their turns in the area of these flames must make a DC 16 Dexterity saving throw, taking 9 (2d8) fire damage on a failed saving throw, or half as much damage on a successful saving throw. The high priest can use its action to move each column up to 30 feet.
Section 15: Copyright Notice

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