EFREETI (Fire Genie) – 5e stats

Large elemental (genie), lawful evil

Armor Class 17 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft. , fly 60 ft.

Proficiency Bonus +4
Proficiency Bonus +7 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
22 (+6)12 (+1)24 (+7)16 (+3)15 (+2)16 (+3)

Saving Throws lnt +7, Wis +6, Cha +7
Damage Immunities fire
Senses darkvision 120ft., passive Perception 12
Languages Ignan
Challenge 11 (7,200 XP)

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

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

Innate Spellcasting. The efreeti’s innate spell casting 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: control flames, produce flame,
3/day: wish (others only, twisted result),
1/day: detect magic, enlarge/reduce, gaseous form, invisibility, mirage arcana (permanent, one active mirage at a time) polymorph (self only), wall of fire

ACTIONS

  • 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: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
  • Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

The efreet (singular: efreeti) are powerful genies that originate from the Elemental Plane of Fire. They are enemies of the djinn and attack them whenever they are encountered. A properly summoned or captured efreeti can be forced to serve for a maximum of 1,001 days, or it can be made to fulfill three wishes.

Efreeti are not willing servants and seek to pervert the intent of their masters by adhering to the letter of their commands.

The efreet are said to be made of basalt, bronze, and solid flames. They are massive, solid creatures, standing about 12 feet tall and weighing about 2,000 pounds. Their skin is red or black, and constantly emits flames and smoke. They have horns, fangs, and claws, and often wear ornate jewelry and clothing. Efreeti are proud, arrogant, and cruel, and enjoy dominating and enslaving other creatures.

COMBAT

Efreeti are formidable foes in combat, using their strength, speed, and magic to overwhelm their enemies. They can wield scimitars or hurl flames at their opponents, dealing both slashing and fire damage. They can also cast various spells innately, such as enlarge/reduce, tongues, conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, and wall of fire. Efreeti are immune to fire damage, but vulnerable to cold damage. If an efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only its equipment.

HABITAT / SOCIETY

Efreeti dwell in the Elemental Plane of Fire, where they have built a vast empire centered around the City of Brass. The City of Brass is a marvel of architecture and engineering, forged from metal and stone by the efreetiā€™s slaves. The city is ruled by the Grand Sultan of the Efreet, who commands the loyalty of all efreeti nobles and commoners. The efreeti society is hierarchical and rigid, with strict laws and customs that must be obeyed. Efreeti value wealth, power, and prestige above all else, and often compete with each other for status and influence.

The sultan wields the might of a Greater Power, while many of his advisors are akin to Lesser Powers and Demi Powers. He is advised by a variety of beys, amirs, and maliks concerning actions within the plane, and by six great pashas who deal with efreet business on the Prime Material plane.

Efreet also trade with other races, especially dao, who provide them with raw metals in exchange for worked materials. Efreet are known to inhabit other planes as well, such as the sun of Realmspace, or even the Material Plane, where they may be summoned or freed from magical bottles or lamps.

An efreet outpost is a haven for 4d10 efreet and is run as a military station to watch or harass others in the plane. These outposts are run by a malik or vali of maximum normal hit points. There is a 10% chance that the outpost is also providing a temporary home for 1d4 janni or 1d4 dao (the only other genies efreet tolerate).

Outpost forces are usually directed against incursions from the Elemental plane of Air, but they can be directed against any travelers deemed suitable for threats, robbery, and abuse.

ECOLOGY

Efreet are omnivorous creatures that can eat almost anything that burns. They prefer spicy and exotic foods, especially those that are rare or expensive. Efreet do not need to sleep or breathe, but they do enjoy resting and relaxing in luxurious surroundings. Efreet reproduce sexually, producing offspring that inherit their traits and abilities. Efreet have a lifespan of about 1,000 years, but some may live longer through magic or other means.

Fire elementals tend to avoid the efreet, whom they feel are oppressive and opportunistic. Djinn hate them, and there have been numerous direct clashes.

Efreet view most other creatures either as enemies or servants, a view that does not endear them to other genies.