Efreeti Sorcerer

Family: Genies

Large elemental, lawful evil

Armor Class 17 (natural armor)
Hit Points 184 (16d10 + 96)
Speed 40 ft., fly 60 ft.

19 (+4) 12 (+1) 22 (+6) 16 (+3) 15 (+2) 20 (+5)

Saving Throws Intelligence +8, Wisdom +7, Charisma +10
Skills Arcana +8
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 12
Languages Ignan, telepathy 120 ft.
Challenge 13 (10,000 XP)

Special Traits

  • 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.
  • Empowered Spells (3/day). When it rolls for spell damage, the efreeti may reroll up to five dice. It must use the new roll.
  • Fire Affinity. When the efreeti casts a spell that deals fire damage, it may add its Charisma modifier to that damage (included in Hurl Flame below).
  • Heightened Spells (2/day). When a spell cast by the efreeti forces a target to make a saving throw to resist its effects, the efreeti may cause one target to have disadvantage on its first saving throw made against the spell.
  • Innate Spellcasting. The efreeti’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, with no need for material components:
  • Spellcasting. The efreeti is a 10th level spellcaster. The efreeti’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following spells prepared:


  • Multiattack. The efreeti makes two Scimitar attacks or uses its Hurl Flame twice.
  • Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire damage.
  • Hurl Flame. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 22 (5d6 + 5) fire damage.
Section 15: Copyright Notice

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