Efreeti

This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh.
 

Efreeti (CR 8)

Large Outsider (Extraplanar, Fire)
Alignment: Lawful Evil
Initiative: +7
Senses: Darkvision 60 feet, Detect Magic; Perception +15
  Speed: 20 feet, Fly 40 feet (perfect)
Space: 10 feet
 

Defense

Armor Class: 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, -1 size)
Hit Points: 95 (10d10+40)
Saving Throws: Fort +7, Ref +10, Will +9
Immunity: fire
Weaknesses: vulnerability to cold
 

Offense

Melee: 2 slams +15 (1d8+6 plus 1d6 fire) or mwk falchion +16/+11 (2d6+9/18-20)
Reach: 10 feet
  Special Attacks: change size, Heat
  Spell-Like Abilities (CL 11th):

Statistics

StrDexConIntWisCha
23 (+6) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 15 (+2)
Base Attack Bonus: +10
CMB +17
CMD 31
  Feats: Combat Casting, Combat Reflexes, Deceitful, Dodge, Improved Initiative, Quicken Spell-Like Ability (Scorching Ray)
  Skills: Bluff +19, Craft (any one) +14, Disguise +10, Fly +13, Intimidate +15, Perception +15, Sense Motive +15, Spellcraft +14, Stealth +8
  Languages: Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.
  Special Qualities: Change Shape (humanoid or giant, alter self or giant form I)

 

Special Abilities

Change Size ()

Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex)

An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.
 

Ecology

Environment: Any, Plane of Fire
Organization: solitary, pair, company (3-6), or band (7-12)
Treasure: standard (mwk falchion, other gear)

  The efreet (singular efreeti) are genies from the Plane of Fire. An efreeti stands about 12 feet tall and weighs about 2,000 pounds. Efreet have few allies among geniekind. They certainly hate djinn, and attack them on sight. They hold an equally strong enmity for marids, and view the jann as frail and weak.
  Efreet often work closely with shaitans, yet even then alliances are temporary at best. A small percentage of efreet are noble. Noble efreet, often called maliks, have 13 Hit Dice and gain the following spell-like abilities: 3/day-fireball, heat metal; 1/day-greater invisibility, pyroclastic storm (as ice storm, with fire instead of cold damage). A noble efreeti's caster level for its spell-like abilities is 15th. Noble efreet are CR 10.

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