# 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.