Size:
Large
Type:
Elemental
Form:
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
soldier
Ground:
± 30'
Climb/Arboreal:
Flight:
± 80'
Swim:
Benthic:
Burrow:
Ethereal:
Aliases: Seraph
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Special
Become invisible
Can become invisible at will, with unlimited uses per day.
Special
Assume gaseous form
As the potion, up to one hour per day.
Special
Create illusions
As the spell phantasmal force but including sound as well as visual elements, three times per day.
Special
Create flame
With unlimited uses; allows the efreet to cause a flame to appear in its hand or otherwise on its person at will; it behaves as desired by the efreet, becoming as large as a torchflame or as small as a candle, and ignites flammable material just as any ordinary flame does. The flame can be thrown as a weapon with a range of up to 60', causing 1d8 points of damage on a successful hit. The efreet can create another flame, and throw it as well if desired, once per round.
Special
Create a wall of fire
As the spell, once per day.
Special
Assume flame-form
Efreet may assume the form of a column of fire at will, with no limit as to the number of times per day this power may be used; an efreeti in flame-form fights as if it were a fire elemental.
Special
Immunity to non-magical weapons
Cannot be harmed by non-magical weapons.
Special
Fire resistance
Immune to normal fire, and suffer only half damage from magical fire attacks.
Environments
planar
Humanoid creatures from the Elemental Plane of Fire, about 12 feet tall and 2,000 pounds
The efreet (singular efreeti) are humanoid creatures from the Elemental Plane of Fire. An efreeti in its natural form stands about 12 feet tall and weighs about 2,000 pounds. Efreet are malicious by nature. They love to mislead, befuddle, and confuse their foes. They do this for enjoyment as much as for tactical reasons.
Note that the 12 morale reflects an efreeti's absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the "9" figure to determine whether an outmatched efreeti decides to leave a combat.
Due to their highly magical nature, efreet cannot be harmed by non-magical weapons. They are immune to normal fire, and suffer only half damage from magical fire attacks.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Action
+1 Scimitar
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 7 (2d6) fire damage.
Action
Hurl Flame
Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
Action
Multiattack
The efreeti makes three Scimitar attacks or uses its Hurl Flame three times.
Bonus Action
Second Wind
(recharges after a short or long rest)The efreeti may regain 1d10 + 15 hit points.
Special
1/day each
conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
Special
3/day each
enlarge/reduce, tongues
Special
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).
Special
At will
detect magic
Special
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.
Special
Improved Critical
The efreeti's weapon attacks score a critical hit on a roll of 19 or 20.
Special
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/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
planar
Offense
1 × fists (2d8)
Circumstance: Combat
Offense
magic
Circumstance: Combat
Special
Mundane damage immunity
Can only be harmed by magical attacks.
Special
Magic powers
Each can be used three times per day:
Pillar of flame: Transform into a column of fire for up to 3 rounds. Flammable items within 5' are ignited. Attacks do additional 1d8 damage (3d8 total).
Invisibility
Illusion: Visual and audial. No concentration required. Remains until touched or dispelled.
Create wall of fire
Create food and drink: For 12 humans and mounts for one day.
Conjure metallic objects: Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).
Conjure soft goods / wooden objects: Up to 1,000 coins weight. Permanent.
Special
Carrying capacity
Up to 10,000 coins (flying).
Special
Hate djinn
Attack on sight.
Special
Bound servitor
Efreet summoning spells can be researched by high-level magic-users. Can be bound to servitude for 101 days. Efreet are treacherous and will follow commands to the letter while subverting the intent.
Humanoid creatures from the Elemental Plane of Fire, about 12 feet tall and 2,000 pounds
Highly magical, free-willed, intelligent beings from the elemental plane of fire. Manifest as giant men with demonic faces and an aura of heat and smoke. Solidify out of billowing smoke clouds.
Old-School Essentials Classic Fantasy
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Arcane Innate Spells
DC 29, attack +19; 7th plane shift (at will; to Astral Plane, Elemental Planes, or Material Plane only); 5th illusory object; 4th gaseous form, invisibility (x2); Cantrips (5th) produce flame; Constant (5th) detect magic
Ability
Burning Grasp
(fire) When the efreeti grabs a creature, that creature takes 2d6 fire damage, and takes 2d6 fire damage at the end of each of its turns as long as it remains grabbed.
Ability
Change Size
Frequency:
Once per day
Effect: The efreeti changes a creature's size. This works as a 4th-level enlarge or shrink spell but can target an unwilling creature (DC 29 Fortitude save negates).
Ability
Combat Grab
Circumstance: The efreeti has one hand free.
The efreeti makes a melee Strike while keeping one hand free. If the Strike hits, the target is grabbed in the efreeti's free hand.
Offense
Melee
Circumstance: combat round (melee)
scimitar +21 [+16/+11] (fire, forceful +2, magical, reach 10 feet, sweep), Damage 2d6+11 slashing plus 2d6 fire
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Trait
Genie
The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.
Item
+1 striking scimitar
breastplate
Language
Common
Ignan
Perception
darkvision
detect magic
Weakness
cold 10
Actions/Abilities/Traits: Pathfinder 2e
Humanoid creatures from the Elemental Plane of Fire, about 12 feet tall and 2,000 pounds
The efreet (singular efreeti) are humanoid creatures from the Elemental Plane of Fire. An efreeti in its natural form stands about 12 feet tall and weighs about 2,000 pounds. Efreet are malicious by nature. They love to mislead, befuddle, and confuse their foes. They do this for enjoyment as much as for tactical reasons.
Note that the 12 morale reflects an efreeti's absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the "9" figure to determine whether an outmatched efreeti decides to leave a combat.
Due to their highly magical nature, efreet cannot be harmed by non-magical weapons. They are immune to normal fire, and suffer only half damage from magical fire attacks.
Basic Fantasy Role-Playing Game
Humanoid creatures from the Elemental Plane of Fire, about 12 feet tall and 2,000 pounds
Highly magical, free-willed, intelligent beings from the elemental plane of fire. Manifest as giant men with demonic faces and an aura of heat and smoke. Solidify out of billowing smoke clouds.
Old-School Essentials Classic Fantasy