3e SRD:Genie, Efreeti

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Efreeti[edit]

Size/Type: Large Outsider (Evil, Fire, Lawful)
Hit Dice: 10d8+20 (65 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 40 ft. (perfect)
AC: 18 (-1 size, +3 Dex, +6 natural)
Attacks: Slam +15/+10 melee
Damage: Slam 1d8+9 and 1d6 fire
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, heat
Special Qualities: Plane shift, telepathy
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Skills: Bluff +12, Concentration +16, Escape Artist +13, Intimidate +11, Listen +12, Move Silently +13, Sense Motive +11, Spellcraft +11, Spot +12
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Climate/Terrain: Any land
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 8
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Efreet speak Ignan, Common, Auran, and Infernal.

Combat

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.

Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.

Spell-Like Abilities: At will: produce flame and pyrotechnics; 1/day-grant up to three wishes (to nongenies only), detect magic, enlarge, gaseous form, invisibility, permanent image, polymorph self, and wall of fire. These abilities are as the spells cast by an 18th-level sorcerer (save DC 12 + spell level).

Heat (Ex): An efreetiā€™s red-hot body deals 1d6 points of additional fire damage whenever it hits in melee, or when grappling, each round it maintains a hold.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.



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