Efreeti Amir

Family: Genies

Large elemental, lawful evil

Armor Class 18 (natural armor)
Hit Points 275 (22d10 + 154)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 24 (+7) 16 (+3) 15 (+2) 18 (+4)

Saving Throws Intelligence +8, Wisdom +7, Charisma +8
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 12
Languages Ignan, telepathy 120 ft.
Challenge 15 (13,000 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).
  • 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 19 or 20.
  • Innate Spellcasting. The efreeti’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, with no need for material components:

Actions

  • Multiattack. The efreeti makes three Scimitar attacks or uses its Hurl Flame three times.
  • +2 Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) slashing damage plus 7 (2d6) fire damage.
  • Hurl Flame. Ranged Spell Attack: +9 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 + 15 hit points.
Section 15: Copyright Notice

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