Efreeti
Large Elemental, lawful evil (CR 11)Armor Class 17 natural armor
Hit Points 200 (16d10+112)
Speed 40 ft., fly 60 ft.
22 (+6)
12 (+1)
24 (+7)
16 (+3)
15 (+2)
16 (+3)
Skills
Senses darkvision 120 ft., passive Perception 12
Languages Ignan
Challenge Rating 11
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.
sizeLarge
typeElemental
groupGenies
alignmentlawful evil
strength_save
dexterity_save
constitution_save
intelligence_save7
wisdom_save6
charisma_save7
perception
damage_vulnerabilities
damage_resistances
damage_immunitiesfire
condition_immunities
cr11
reactions
legendary_desc
legendary_actions
special_abilitiesname: Elemental Demise,desc: 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.,name: Innate Spellcasting,desc: 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,name: Variant: Genie Powers,desc: 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.
spell_listhttps://open5eapi.spetland.no/v1/spells/detect-magic/,https://open5eapi.spetland.no/v1/spells/enlargereduce/,https://open5eapi.spetland.no/v1/spells/tongues/,https://open5eapi.spetland.no/v1/spells/conjure-elemental/,https://open5eapi.spetland.no/v1/spells/gaseous-form/,https://open5eapi.spetland.no/v1/spells/invisibility/,https://open5eapi.spetland.no/v1/spells/major-image/,https://open5eapi.spetland.no/v1/spells/plane-shift/,https://open5eapi.spetland.no/v1/spells/wall-of-fire/
page_no310
document__license_urlhttp://open5e.com/legal
document__slugwotc-srd
document__title5e Core Rules
document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd
Find the complete stats on: Open5e
5e Core Rules, page no. 310