Efreeti Amir Al-umara

Family: Genies

Large elemental, lawful evil

Armor Class 20 (natural armor)
Hit Points 324 (24d10 + 192)
Speed 40 ft., fly 60 ft.

24 (+7) 14 (+2) 26 (+8) 18 (+4) 16 (+3) 20 (+5)

Saving Throws Intelligence +10, Wisdom +9, Charisma +11
Skills Perception +9
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 19
Languages Ignan, telepathy 120 ft.
Challenge 20 (25,000 XP)

Special Traits

  • Action Surge (recharges after a short or long rest). The efreeti may make one additional action on its turn on top of its normal action (and possible bonus action).
  • Duelist. The efreeti adds +2 to damage rolls while using a single one-handed weapon (included below).
  • 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.
  • Improved Critical. The efreeti’s weapon attacks score a critical hit on a roll of 18, 19, or 20.
  • Indomitable (1/day). The efreeti may reroll an unsuccessful saving throw. It must use the second roll.
  • Innate Spellcasting. The efreeti’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, with no need for material components:
  • Remarkable Athlete. The efreeti may add +2 to any Strength, Dexterity, or Constitution check that doesn’t already incorporate his proficiency bonus.


  • Multiattack. The efreeti makes four Scimitar attacks or uses its Hurl Flame four times.
  • +3 Scimitar. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 25 (3d8 + 12) slashing damage plus 7 (2d6) fire damage.
  • Hurl Flame. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage.

Bonus Actions

  • Second Wind (recharges after a short or long rest). The efreeti may regain 1d10 + 25 hit points.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene