Swarm of Fire Dancers
Medium Swarm Neutral Evil
- Armor Class: 15
- Hit Points: 90 (12d8 + 36)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: Tome of Beasts 2023, page 354
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
20 (+5) |
16 (+3) |
6 (-2) |
10 (+0) |
7 (-2) |
- Skills:
- Damage Vulnerabilities: False
- Damage Immunities: fire, poison
- Damage Resistances: bludgeoning, piercing, slashing
- Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Ignan
Special Abilities
- Elemental Nature: The swarm of fire dancers doesn't require air, food, drink, or sleep.
- Fire Form: A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire. Until a creature, which can include the target, uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
- Illumination: The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet.
- Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Elemental. The swarm can't regain hp or gain temporary hp.
- Water Susceptibility: For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
- Multiattack: The swarm of fire dancers can use its Frightening Visage, if available. It then makes two Singe attacks.
- Singe: Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 22 (4d10) fire damage, or 11 (2d10) fire damage if the swarm has half its hp or fewer.
- Frightening Visage (Recharge 5-6): The swarm rearranges itself into the shape of a giant, blue, flaming Humanoid skull. Each Humanoid within 30 feet of the swarm that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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