b'Burning Dervish High Priest \n'b'  Family:   Burning Dervish  \n'b'  Medium   fiend ,  lawful evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  108 (16d8 + 32)  Speed  30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX:  16 (+3)  CON:  14 (+2)  INT:  13 (+1)  WIS:  18 (+4)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   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. \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'  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'  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:\n'b'\n'b'   Cantrips  (at will):  guidance ,  light ,  resistance ,  thaumaturgy  \n'b'  1st level  (4 slots):  bless , burning hand,  cure wounds ,  healing word , hellish rebuke,  shield of faith  \n'b'  2nd level  (3 slots):  aid ,  continual flame ,  heat metal ,  lesser restoration ,  scorching ray  \n'b'  3rd level  (3 slots):  beacon of hope ,  fireball ,  magic circle ,  speak with dead  \n'b'  4th level  (3 slots):  death ward ,  fire shield ,  freedom of movement ,  guardian of faith ,  wall of fire  \n'b'  5th level  (1 slot):  mass cure wounds ,  raise dead  \n'b'\n'b'  Actions \n'b'   Multiattack . The burning dervish makes two Scimitar attacks or two Fist attacks. \n'b'  Scimitar .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) slashing damage, plus 4 (1d8) fire damage. \n'b'  Fist  (flame form only).  Melee Spell Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d8 + 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. \n'b'  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.'