b'Burning Dervish Master Assassin \n'b'  Family:   Burning Dervish  \n'b'  Medium   fiend ,  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  110 (17d8 + 34)  Speed  30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX:  20 (+5)  CON:  14 (+2)  INT:  14 (+2)  WIS:  16 (+3)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   Assassinate . During its first turn, the master assassin has advantage on  attack  rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the master assassin scores against a surprised creature is a critical hit. \n'b'  Cunning Action . On each of its turns, the master assassin can use a bonus action to take the  Dash ,  Disengage , or  Hide  action. \n'b'  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. \n'b'  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. \n'b'  Innate Spellcasting . The burning dervish\xe2\x80\x99s 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.\n'b'\n'b'   At will : fire bolt,  produce flame  \n'b'  3/day :  invisibility  (self only) \n'b'  1/day :  enlarge/reduce ,  flaming sphere ,  plane shift  (self only, Elemental, Astral, or Material Planes only) \n'b'\n'b'  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\xe2\x80\x99t incapacitated and the master assassin doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'  Actions \n'b'   Multiattack . The burning dervish makes two Scimitar attacks or two Fist attacks. \n'b'  Scimitar .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 8 (1d6 + 5) slashing damage. \n'b'  Fist  (flame form only).  Melee Spell Attack : +7 to hit, reach 5 ft., one target.  Hit : 14 (2d10 + 3) fire damage. \n'b'  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\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s 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.'