Efreeti

MapTool Token

NameEfreeti
Sorted NameEfreeti
FamilyGenie
Size and TypeLarge Outsider (Extraplanar, Fire)
Hit Dice Count10
Hit Dice10d8+20 (65 hp)
Random Hit Points10d8+20 - 20
Initiative+7
Speed20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class18 (-1 size, +3 Dex, +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/Reach10 ft./10 ft.
Special AttacksChange size, heat, spell-like abilities
Special Qualities

Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold

SavesFort +9, Ref +10, Will +9
AbilitiesStr 23, Dex 17, Con 14, Int 12, Wis 15, Cha 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, Quicken Spell-Like Ability (scorching ray)

Bonus Feats

Improved Initiative

EnvironmentElemental Plane of Fire
Challenge Rating8
Organization

Solitary, company (2-4), or band (6-15)

TreasureStandard coins; double goods; standard items
AlignmentAlways lawful evil
Advancement11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Efreeti; CR 8; Large outsider (extraplanar, fire); HD 10d8+20; hp 65; Init +7; Spd 20 ft. (4 squares), fly 40 ft. (perfect); AC 18 (-1 size, +3 dex, +6 natural), touch 12, flat-footed 15; Base Atk +10; Grp +20; Atk +15 melee (1d8+6 plus 1d6 fire, slam); Full Atk +15 melee (1d8+6 plus 1d6 fire, 2 slams); Space/Reach 10 ft./10 ft.; SA Change size, heat, spell-like abilities; SQ Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold; AL LE; SV Fort +9, Ref +10, Will +9; Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15

Skills and Feats: 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; Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Quicken Spell-Like Ability (scorching ray)

Efreeti

Efreeti
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 Dex, +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:
Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 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 Initiative B, 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:
-

The efreet (singular efreeti) are genies from the Elemental Plane of Fire.

An efreeti stands about 12 feet tall and weighs about 2,000 pounds.

Efreet speak Auran, Common, Ignan, and Infernal.

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.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Slam +15 melee (1d8+6 plus 1d6 fire), or 2 slams +15 melee (1d8+6 plus 1d6 fire)

feats: COMBAT CASTING, COMBAT REFLEXES, DODGE, QUICKEN SPELL-LIKE ABILITY (SCORCHING RAY), IMPROVED INITIATIVE,