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Efreeti

Large · Elemental · CR 11 · Lawful Evil

Source. 5e 2014 Rules
Armor Class
17 (natural armor)
Hit Points and Hit Dice
200 (16d10+112)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
12
+1
CON
24
+7
INT
16
+3
WIS
15
+2
CHA
16
+3

Overview

Category Monsters
Subcategory Genies
Size Large
Type Elemental
Alignment Lawful Evil
XP 7200
Initiative Bonus +1

Movement

Walk 40 ft (12.2 m)
Fly 60 ft (18.3 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 12

Saving Throws

Intelligence +7 Wisdom +6 Charisma +7

Languages

Ignan

Resistances & Immunities

Damage Immunities
fire

Environments

Desert Mountain Plane of Fire

Traits

Elemental Demise

If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni 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:

At will: detect magic
3/day each: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Variant: Genie Powers

Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.
To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

Actions

Hurl Flame

Cost 1

+7 to hit, range 120 ft (36.6 m).

Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Multiattack

Cost 1

The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar

Cost 1

+10 to hit, reach 5 ft (1.5 m). Hit: 2d6 thunder damage.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.

About Efreeti

Efreeti is a large elemental with a Challenge Rating of 11. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 200 hit points (derived from 16d10+112).

Efreeti has communication capabilities including Ignan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Efreeti

2 tips available

When using Efreeti in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Efreeti

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Efreeti?
Efreeti has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Efreeti?
Efreeti is a Large Elemental, which affects how certain spells and abilities interact with it.
What languages does Efreeti speak?
Efreeti can communicate in Ignan.

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