Fire Dancer Swarm¶
A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire.
Stunted Elementals. Fire dancers are Tiny fire elementals. Speculation varies whether they’re simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they’re a menace.
Unite and Grow Strong. Larger fire elementals are usually sessile creatures, content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities—they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands of join together, though, the result is an inferno. The likeness of a skull in its flame is an illusion created by the creature, based on how the fire dancers perceive mortal creatures after they’re done with them.
Surly Servants. Lone fire dancers have individuality, but in groups, they develop a hive mentality. While this allows them to function as a swarm, it also makes them vulnerable as a group to mind-affecting magic. Savvy bards, conjurers, and enchanters who summon swarms of fire dancers know they must maintain a tight control on the swarm, for these creatures are surly servants at the best of times.
Elemental Nature. A swarm of fire dancers doesn’t require air, food, drink, or sleep.
Fire Dancer Swarm¶
Medium swarm of Tiny elementals, neutral evil
Armor Class 15
Hit Points 90 (12d8 + 36)
Speed 30 ft., fly 30 ft. (hover)
|10 (+0)||20 (+5)||16 (+3)||6 (-2)||10 (+0)||7 (-2)|
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses darkvision 60 ft., passive Perception 10
Challenge 7 (2,900 XP)
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 someone 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 creature. The swarm can’t regain hit points or gain temporary hit points.
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.
Swarm. Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm’s space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points.