Magic Resistance. The blazing wanderer has advantage on saving throws against spells and other magical effects.
Fire Aura. At the start of each of the blazing wanderer's turns, each creature within 5 feet of it takes 4 (2d4) fire damage, and flammable objects that aren't being worn or carried ignite. A creature that touches the Blazing Wanderer or hits it with a melee attack while within 5 feet of it takes 4 (2d4) fire damage.
Multiattack. The blazing wanderer makes two attacks with its ropes.
Flamerope. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 4) fire damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 3 (1d6) fire damage at the start of each of its turns.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 7) piercing damage plus 9 (2d6 + 3) fire damage.
Description
These peaceful monsters are seen within the desert winds, trying hard to protect those it sees as a kind creature. They seem intimidating but would rather scare away those then cause direct pain, they sometimes wander the desert for eons, growing in wisdom, and intelligence. Those who are considered oldest and wisest are the most respected members of Blazing Wanderer kind. They are one of the few monstrosities that act kind and selfless, some sages theorizing that once a great mage wished for a companion to all and so created the Blazing Wanderers to traverse the land wishing them to help those in need. The Blazing Wanderers however only live on in caves, deserts, and rocky land as to not burn the plant life and other innocent creatures.
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