Genie, Efreeti
Description
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.
Combat Stats
- Melee
- 2 slams +15 (1d8+6 plus 1d6 fire) or mwk falchion +16/+11 (2d6+9/18-20)
- Space
- 10 ft.
- Reach
- 10 ft.
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
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 — An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.
Special Qualities
change shape (humanoid or giant, alter self or giant form I)
Feats
Combat Casting, Combat Reflexes, Deceitful, Dodge, Improved Initiative, Quicken Spell-Like Ability (scorching ray)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
Skills
Bluff +19, Craft (any one) +14, Disguise +10, Fly +13, Intimidate +15, Perception +15, Sense Motive +15, Spellcraft +14, Stealth +8
Spells
- Type
- Outsider
- Alignment
- LE
- Size
- Large
- Environment
- any (Plane of Fire)
- Organization
- solitary, pair, company (3-6), or band (7-12)
- Treasure
- standard (mwk falchion, other gear)
- Senses
- darkvision 60 ft., detect magic; Perception +15
- Languages
- Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.
- Source
- Bestiary