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Efreeti Alchemist

Large elemental, lawful evil

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

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 22 (+6) 20 (+5) 15 (+2) 16 (+3)

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

Special Traits

  • Alchemical Bandolier. The efreeti may locate and extract one alchemical substance from its well-organized bandolier of bottles and vials as a free action on each of its turns.
  • Alchemical Substances. The efreeti may imbibe or throw an alchemical substance to create a spell-like effect as a Use an Object action. For this purpose, the efreeti is a 10th level spellcaster. The efreeti’s spellcasting ability is Intelligence (spell save DC 18). Spell-like effects created by alchemical substances do not require concentration, even if their corresponding spell does, and instead last for the maximum possible duration. These substances are completely inert in the hands of anyone but the efreeti. The efreeti has the following substances prepared:
    • 2/day each: spell potion of false life (as a fourth level spell slot), potion of fire giant strength, potion of greater healing, potion of growth, potion of invisibility, potion of speed
    • 1/day each: dragon breath bomb (all targets in a 30-foot cone must make a DC 18 Dexterity check, taking 6d6 fire damage on a failed save, or half as much damage on a successful one), fire bomb (as fireball spell with an 80-foot range), glue bomb (fills a 10-foot radius within 80 feet with powerful adhesive for 1 minute, so that a creature in that area must succeed on a DC 18 Dexterity saving throw or be restrained — at the beginning of each of the creature’s turns, it may attempt a DC 18 Strength saving throw, escaping the area and ceasing to be restrained on a success), spell potion of fire shield, spell potion of greater invisibility, potion of magic weapon (as magic weapon spell), spell potion of regenerate, potion of superior healing
  • 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 spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, with no need for material components:

Actions

  • 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: 17 (5d6) fire damage.

Bonus Actions

  • Two-fisted Drinking (recharge 5–6). If the efreeti has spent an action to use an Alchemical Substance, it may use another Alchemical Substance.
Section 15: Copyright Notice

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