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Burning Dervish Master Assassin

Medium fiend, lawful evil

Armor Class 17 (natural armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 14 (+2) 14 (+2) 16 (+3) 16 (+3)

Saving Throws Dexterity +9, Intelligence +6, Wisdom +7
Skills Athletics +6, Acrobatics +9, Deception +7, Insight +7, Investigation +6, Perception +7, Sleight of Hand +9, Stealth +9
Damage Vulnerabilities cold
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 17
Languages Common, Ignan, Infernal
Challenge 11 (7,200 XP)

Special Traits

  • Assassinate. During its first turn, the master assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the master assassin scores against a surprised creature is a critical hit.
  • Cunning Action. On each of its turns, the master assassin can use a bonus action to take the Dash, Disengage, or Hide action.
  • 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.
  • Evasion. If the master assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the master assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • 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.
  • Sneak Attack (1/turn). Once per turn, the master assassin deals an extra 31 (9d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the master assassin that isn’t incapacitated and the master assassin doesn’t have disadvantage on the attack roll.

Actions

  • Multiattack. The burning dervish makes two Scimitar attacks or two Fist attacks.
  • Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
  • Fist (flame form only). Melee Spell Attack: +7 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 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.
Section 15: Copyright Notice

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