Efreeti
Large Elemental, lawful evil
7,200 XP
Special Abilities
Elemental Demise
If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting
The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic
3/day each: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
Variant: Genie Powers
Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.
Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.
To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.
Actions
Multiattack
The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
Scimitar
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
Hurl Flame
Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
Quick Reference
Running This Encounter
Efreetis are proud, cunning fire elementals that view combat as an opportunity to demonstrate their superiority. Use their high Intelligence (16) to inform tactical decisions—they'll use terrain, minions, and magic to their advantage rather than rushing headlong into battle. They can cast wish (limited uses) and innate spells, making them unpredictable threats. Position the encounter in a location where fire damage won't trivialize the fight, such as near flammable materials they'll protect or inside a structure where collateral damage matters.
Combat Tactics
Efreetis open with ranged spell attacks and area-damage abilities like fireball while maintaining distance. They use their high AC and mobility (flying) to stay out of melee range, focusing fire on obvious threats like paladins or clerics. If cornered or facing defeat, they'll attempt to escape via teleportation or negotiation, as they're too arrogant to accept true death.
Environment & Setting
Efreetis thrive in hot, arid locations: volcanic caverns, desert ruins, or the Plane of Fire itself. Consider encounters in a sultan's brass palace, a fire giant's forge, or deep underground near lava flows where their elemental nature grants advantage.