Efreeti

Efreeti CR: 11

Large elemental, lawful evil
Armor Class: 17 (natural armour)
Hit Points: 200 16d10+112
Speed: 40 ft , fly: 60 ft

STR

22 +6

DEX

12 +1

CON

24 +7

INT

16 +3

WIS

15 +2

CHA

16 +3

Saving Throws: Int +7, Wis +6, Cha +7
Damage Immunities: Fire
Senses: Darkvision 120 ft, passive Perception 12
Languages: Ignan, Common (Arabic)
Challenge Rating: 11

Innate Spellcasting. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: Detect Magic

1/day: Conjure Elemental (fire elemental only), Gaseous Form, Invisibility, Major Image, Plane Shift, Wall of Fire

3/day: Enlarge / Reduce, Tongues


Elemental Demise. If the efreeti dies, it's body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

Actions

Multiattack. The efreeti two scimitar attacks or it's Hurl Flame twice.   Scimitar. Melee Weapon Attack +10 to hit, reach 5 ft, one target. Hit 13 2d6+6 slashing damage plus 7 2d6 fire damage.   Hurl Flame. Ranged Weapon Attack +7 to hit, range 120 ft, one target. Hit17 5d6 fire damage.

Efreeti are malevolent Jinn that seek to dominate all others. Although a few are classed as good, they are primarily evil in nature.

Suggested Environments

Underground, or in ruins.


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