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Burning Dervish


This creature looks like a normal human with symbols and tattoos of alien design covering almost all of its body.

Burning Dervish CR 7

XP 3,200
LE Medium outsider (extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Perception +14

DEFENSE

AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
hp 58 (9d10+9)
Fort +7; Ref +6; Will +8
Immune fire
Weaknesses vulnerability to cold

OFFENSE

Speed 30 ft., fly 20 ft. (perfect)
Melee +1 falchion +14/+9 (2d4+7/18-20), or 2 slams +13 (1d6+4 plus 1d6 fire plus burn) (flame form only)
Special Attacks burn (1d6, DC 15)
Spell-like Abilities (CL 14th)

3/dayinvisibility (self only), pyrotechnics (DC 14)
1/dayenlarge person or reduce person (DC 13), plane shift (Elemental, Astral, or Material Planes), produce flame

STATISTICS

Str 18, Dex 16, Con 13, Int 13, Wis 15, Cha 15
Base Atk +9; CMB +13; CMD 27
Feats Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
Skills Bluff +13, Escape Artist +13, Knowledge (planes) +13, Perception +14, Search +9, Sense Motive +13, Stealth +14, Survival +14; Racial Modifiers Survival +2 when tracking
Languages Common, Ignan, Infernal
SQ elemental endurance, plane shift
Gear +1 falchion

SPECIAL ABILITIES

Elemental Endurance (Ex)

Burning dervishes can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Elemental Planes of Water for up to 12 hours. Failure to return to the Elemental Planes of Fire or Plane of Molten Skies after that time deals 1 point of damage per hour to a burning dervish until it dies or returns to the Elemental Planes of Fire.

Flame Form (Su)

Three times per day, as a standard action, a burning dervish can change its form to that of a column of fire. In this form it gains two slam attacks. The transformation lasts indefinitely; changing back requires another standard action.

ECOLOGY

Environment Elemental Planes of Fire or Plane of Molten Skies
Organization solitary, company (2–4), or band (6–15)
Treasure standard

Burning dervishes are the fanatical minions of the Sultan of Efreet (see the City of Brass by Necromancer Games). It is said that the burning dervishes were once a noble tribe of jann who sold their souls to the Sultan of Efreet in exchange for greater power over the Elemental Planes of Fire.

Burning dervishes are virtually indistinguishable from human beings, and indeed spend a great amount of time in the Material Plane as agents of the Sultan of Efreet, seeking to spread worship of the Sultan as true God of Elemental Fire. Other tasks of the burning dervishes are as assassins and spies, often leading daring sneak attacks against foes of the Sultan or procuring powerful relics for his pleasure.

The burning dervishes have a citadel atop the Great Ziggurat of the City of Brass which serves as the central temple to their zealous faith. It is from this ziggurat that the Sultan communes with his worshippers, sending them out on jihads throughout the planes to further his name and power.

Burning dervishes usually turn themselves invisible before attacking in an attempt to catch their foes by surprise. In combat, the burning dervish attacks with its falchion. Depending on the power of its opponent, a burning dervish either uses enlarge person on itself or reduce person on its opponent. A burning dervish that is outclassed or overmatched either takes to the air and flees or attempts to plane shift to escape.

Section 15: Copyright Notice

Burning Dervish from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Casey Christofferson.