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Efreeti Noble

Challenge
Tags
str
22
dex
18
con
22
int
14
wis
16
cha
16

AC 17 (natural armor) 

HP 344 (30d10 + 180, bloodied 172)

Speed 40 ft., fly 60 ft.


Proficiency +4; Maneuver DC 18

Saving Throws Dex +8, Int +6, Wis +7, Cha +7

Skills Athletics +10, Intimidation +7, Perception +7

Damage Immunities fire

Senses darkvision 120 ft., passive Perception 17

Languages Ignan


Innate Spellcasting. The efreeti’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: 

At will: alter self (can assume Medium or Large form), detect magic

3/day each: creation , gaseous form , major image , tongues

1/day each: conjure elemental (fire elemental only), plane shift (to Elemental Plane of Fire only)

 Elemental Demise. When a efreet dies, its body becomes a mote of elemental energy. This mote might take the form of a glowing chunk of earth, a shard of crystallized air, or an ever-burning ember.

Elite Recovery. At the end of each of its turns while bloodied , the efreeti noble ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .

Magic Resistance. While bloodied, the efreeti noble has advantage on saving throws against spells and magical effects.

Wish. Three times per year, the efreeti noble can cast wish for a mortal, using no material components.


ACTIONS

Multiattack. The efreeti makes two brass sword attacks or hurls flame twice. The efreeti can replace one attack with a kick.

Brass Sword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire damage.

Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage, and the target is pushed 10 feet away from the efreet.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage.


BONUS ACTIONS

Fiery Wall (1/Day). An opaque wall of magical flame rises from the ground within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. Each creature within the wall when it appears makes a DC 15 Dexterity saving throw , taking 18 (4d8) fire damage on a failed save or half damage on a success. A creature also takes 18 (4d8) fire damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the efreet is killed or incapacitated , or when it uses an action to dismiss it.

The efreeti noble has the following additional bonus actions, which it can use only while bloodied :

Ball of Fire. Fire streaks from the efreeti to a point within 120 feet and explodes in a 20-foot-radius sphere, spreading around corners. Each creature in the area makes DC 15 Dexterity saving throw , taking 35 (10d6) fire damage on a failed save or half damage on a success. Unattended flammable objects in the area catch on fire.

Flame’s Curse (1/Day). The efreeti targets a creature within 60 feet that can hear the efreeti. The target magically gains a flickering aura of flame. If the target does not have immunity or resistance to fire, it gains vulnerability to fire. If the target is immune or resistant to fire, the efreeti’s fire damage ignores that immunity or resistance. This effect lasts for 1 minute or until the target is reduced to 0 hit points.

Combat

The efreeti prefers to fight in melee, although it will sometimes take to the sky and hurl flame at targets with inferior ranged options. It uses its Fiery Wall to burn at least two enemies. It uses Kick to push enemies into the wall or other hazards. Efreet are fearless and only retreat if doing so gives them a tactical advantage.


Names

Heartfire, Jastra the Hungry, Redcoal, Zarzan the Scornful


Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10 Among the most powerful elemental beings in existence, genies rule the Elemental Planes.

DC 15 The essence of every genie is linked to one of the four basic elements: air, earth, fire, and water.

DC 20 Though all genies wield powerful elemental magic, only genie nobles possess the ability to grant wishes.

Description

The Elemental Plane of Fire can be a barren, hostile place. But where the efreet have built their great City of Brass, there is beauty, life, and shelter. These spirits of fire are majestic and imperious, with skin like magma and coal, and hair like ash and ember. They rule the Plane of Fire and take a keen interest in mortal affairs.

Mirage Arcana. Efreet are masters of illusion and flame. They can conjure mirages of flickering heat so convincing that mortals have fallen in love with them. Those who see through an efreeti’s tricks, however, are often handsomely rewarded.

Burning Grudges. Fire demands respect, lest it burn out of control. So too do the efreet. Long ago, a marid noble led a daring raid on the City of Brass and stole a golden sword belonging to an efreeti ruler. Since then, the efreet have needed little provocation to attack a marid or their allies.

Doors of Brass. Doors of brass have been discovered throughout the planes. One might be uncovered in the caldera of a dormant volcano or deep within a desert dungeon; another might appear amid a fiery storm in the Astral Sea. Wherever these doors are found, all lead to the City of Brass.

Behavior

1 Doing the bidding of its summoner

2 Hunting the mage who had the nerve to summon one of its fire elementals

3 Seeking vengeance against all mortals for their past crimes

4 In a blindingly smoky lair, guarding treasure and a gateway to the Plane of Fire

5 Burying treasure with the intent of hiding it from its summoner or master

6 Robbing travellers

Signs

1 DC 13 Perception check: the smell of burning charcoal hangs in the air

2 White ash covers the ground; the air is hot and dry

3 A charred corpse, possibly a wizard

4 Smoldering spots on the ground, roughly in the shape of footprints

Encounters

Efreet rule the Elemental Plane of Fire and establish fortresses in hot deserts and active volcanoes.

CR 11–16 efreeti ; efreeti with half-red dragon veteran , hell hound , or fire elemental

Treasure 3 topaz gemstones (500 gp each), birdcage made of brass stronger than steel (2,500 gp), 2 elemental gems (fire), brazier of commanding fire elementals , marvelous pigments

CR 17–22 2 efreeti ; efreeti noble ; efreeti with chimera , fire giant , giant fire elemental , pyrohydra (see hydra ), or salamander

Treasure ruby and platinum ring (7,500 gp), 100 adamantine coins (20 gp each), rare treatise on the art of smithing (2,000 gp), 3 potions of fire giant strength , necklace of fireballs , scimitar of speed

CR 23–30 3 efreeti ; efreeti with 3 fire elementals , red dragon wyrmlings , or salamanders

Treasure 7 rubies (5,000 gp each), 4 beads of force , ring of fire elemental command , staff of fire

CR 31+ efreeti noble with 2 efreet

Treasure 1,000 pp, 2 pounds of diamond dust (40,000 gp), gemmed gold breastplate (25,000 gp), 6 arrows of humanoid slaying , potion of speed , crystal ball (true seeing), Ioun stone of greater absorption

Monster Type Description

Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.