Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
Divine Eminence. The Burning Dervish High Priest can use a bonus action to expend a spell slot, dealing an additional 10 (3d6) fire damage with its melee weapon attacks. This damage increases by 1d6 per spell slot level above 1st.
Elemental Endurance. The priest can survive on the Elemental Planes of Air or Earth for up to 48 hours and on the Plane of Water for 12 hours. After this duration, it takes 1 cold damage per hour until returning to the Plane of Fire or dying.
Flame Form (3/Day). The priest polymorphs into a Medium column of fire for one minute. While in this form:
- Gains resistance to nonmagical physical damage.
- Becomes immune to being grappled or restrained.
- Can move through spaces as narrow as 1 inch wide.
- Deals fire damage to creatures touching or attacking it in melee range (see Beckon the Flames)
Innate Spellcasting. The priest’s innate spellcasting ability is Wisdom (spell save DC 16, +3 to hit)
- It can innately cast the following spells: At will: Fire Bolt, Produce Flame
- 3/day each: Invisibility (self only)
- 1/day each: Enlarge/Reduce, Flaming Sphere, Plane Shift (limited)
Spellcasting. The Burning Dervish High Priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +3 to hit with spell attacks). It knows the following spells:
Cantrips (at will): control flames, create bonfire, fire bolt, Resistance,, minor illusion
1st level (4 slots): burning hands, hellish rebuke, silvery barbs, inflict wounds
2nd level (4 slots): heat metal, scorching ray, shatter
3rd level (3 slots): fireball, counterspell, fear
4th level (3 slots): blight, wall of fire, greater invisibility
5th level (2 slots): flame strike, contagion
Multiattack. The Efreeti priest makes two attacks with its scimitar or Flame Form Fists.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
Fire Fist. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (2d6) fire damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 4) piercing damage.
Beckon the Flames. (1/Long Rest). The priest creates two independant 10-foot-wide, 60-foot-high columns of fire for 1 minute. These are controlled by line of sight on the Priest's Iniative. Creatures that enter or start their turn within a column’s area take 20 (6d6) fire damage.
Previous Versions
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