Skeleton, Efreeti

Family: Skeletons

Large undead, lawful evil

Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 19 (+4) 8 (-1) 8 (-1) 14 (+2)

Saving Throws Wisdom +2, Charisma +5
Damage Vulnerabilities bludgeoning
Damage Immunities fire, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages understands Ignan but can’t speak
Challenge 7 (2,900 XP)

Special Traits

  • Fiery Bones. The process that creates an efreet skeleton captures the creature’s essence but leaves its body an unstable figure of burning bones. At the start of each of the efreet skeleton’s turns, its unstable bones spark and crackle, and each creature within 5 feet of it takes 3 (1d6) fire damage.
  • Undead Nature. The efreet skeleton doesn’t require air, food, drink, or sleep.

Actions

  • Multiattack. The efreet skeleton makes two Fiery Claws attacks or uses its Hurl Flame twice.
  • Fiery Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage.
  • Hurl Flame. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.
  • Dead, Not Fallen (recharge 5-6). The efreet skeleton raises its head haughtily, its crown of flames flaring. Each creature within 20 feet of the efreet skeleton must make a DC 15 Dexterity saving throw. On a failure, a creature takes 28 (8d6) fire damage and is knocked prone in supplication. On a success, a creature takes half the damage and isn’t knocked prone.
Section 15: Copyright Notice

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