Genie, Efreeti
“Unleash the Fiery Fury: Discover the Majestic and Malevolent Power of the Efreeti, Masters of Flames and Wish-Granters in the Elemental Realm!”
Appearance: Towering at around 12 feet tall, the efreeti is a majestic and imposing figure. Its muscular frame is engulfed in flames, with a fiery complexion ranging from deep red to vibrant orange. Brilliant eyes blaze with an otherworldly intensity, and a crown of dancing flames adorns its head. The lower body dissipates into a swirling column of smoke and fire, creating an awe-inspiring spectacle.
Behavior: Efreetis are creatures of immense pride, cunning, and a deep sense of superiority. While some are inherently malevolent, reveling in cruelty, others adhere to a code of honor. Masters of illusion and manipulation, efreetis employ their fiery charisma to negotiate and deceive, often achieving their goals through cunning rather than brute force.
Habitat: Native to the scorching landscapes of the Elemental Plane of Fire, efreetis rule over grand cities adorned with spires of flame. Occasionally summoned to the Material Plane, they may establish opulent palaces in deserts or volcanic regions, thriving in environments that mirror the intensity of their home plane.
Modus Operandi: Efreetis excel in the art of deal-making. When encountered, they often engage in negotiations, exploiting the wishes and desires of mortals. Their contracts are meticulous, filled with hidden loopholes, and they take pleasure in twisting the intentions of those who seek their services. In battle, efreetis wield scimitars wreathed in flame and harness potent spellcasting abilities to control and unleash fire.
Motivation: The primary motivation for efreetis is a pursuit of power, influence, and dominion. Some aspire to expand their rule over the Elemental Plane of Fire, while others engage in intricate schemes to climb the infernal hierarchy. Acquiring wealth, magical artifacts, and mortal souls through shrewd deals and cunning machinations is a common objective for these fiery entities.
Efreeti 5e
Efreeti 3.5
Efreeti
Large elemental, lawful evil
Armor Class 17 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 16 (+3) | 24 (+7) | 12 (+1) | 14 (+2) | 20 (+5) |
Saving Throws DEX +8, INT +5, WIS +6
Damage Immunities Fire
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 12
Languages Ignan, Common
Challenge 11 (7,200 XP)
Innate Spellcasting. The efreeti’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The efreeti can innately cast the following spells, requiring no material components:
- At will: detect magic
- 3/day each: enlarge/reduce, invisibility
- 1/day each: conjure elemental (fire elemental only), dominate person, plane shift
Heated Body. A creature that touches the efreeti or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
Scimitar.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 12 (1d6 + 6) slashing damage plus 7 (2d6) fire damage.
Hurl Flame.
Ranged Spell Attack: +9 to hit, range 120 ft., one target.
Hit: 17 (5d6) fire damage.
Create Bonfire (1/Day). The efreeti creates a magical bonfire in a 10-foot cube within 60 feet. The bonfire lasts until the efreeti dies or dismisses it as a bonus action. The magical bonfire ignites flammable objects in its area that aren’t being worn or carried.
Wish Granting (3/Day). The efreeti can grant a wish to a creature that successfully persuades or bargains with it. However, the efreeti interprets wishes with a malevolent twist, seeking to fulfill the letter of the wish while subverting its intended meaning.
An efreet is a genie from the Elemental Plane of Fire. They are said to be made of basalt, bronze, and congealed flame. They are infamous for their hatred of servitude, desire for revenge, cruel nature, and ability to beguile and mislead. An efreeti stands about 12 feet tall and weighs about 2,000 pounds.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, Urban Arcana, 1E Monster Manual 1, Companion Boxed Set, Rules Cyclopedia, Temple of Solusek Ro, Monstrous Manual
Large outsider (Extraplanar, Fire) | |
Hit Dice | 10d8+20 (65 hp) |
Initiative | +7 |
Speed | 20 ft. (4 squares), Fly 40 ft. (perfect) |
Armor Class | 18 (-1 size, +3 Dexterity, +6 natural), touch 12, flat-footed 15 |
Base Attack/Grapple | +10/+20 |
Attack | Slam +15 melee (1d8+6 plus 1d6 fire) |
Full Attack | 2 slams +15 melee (1d8+6 plus 1d6 fire) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Change size, heat, spell-like abilities |
Special Qualities | Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold |
Saves | Fort +9, Ref +10, Will +9 |
Abilities | Strength 23, Dexterity 17, Constitution 14, Intelligence 12, Wisdom 15, Charisma 15 |
Skills | Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15 |
Feats | Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Quicken Spell-Like Ability (scorching ray) |
Environment | Elemental Plane of Fire |
Organization | Solitary, company (2-4), or band (6-15) |
Challenge Rating | 8 |
Treasure | Standard coins; double goods; standard items |
Alignment | Always lawful evil |
Advancement | 11-15 HD (Large); 16-30 HD (Huge) |
Level Adjustment | – |
Combat
Efreet love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.
Change Size (Sp) : 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 red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
Spell-Like Abilities: At will-detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only);
3/day-invisibility, wall of fire (DC 16);
1/day-grant up to three wishes (to nongenies only), gaseous form, permanent image (DC 18), polymorph (self only).
Caster level 12th. The save DCs are Charisma-based.