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
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:
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.
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
Special
1/day-grant up to 3
wishes (to nongenies only), gaseous form, permanent image (DC 18)
Special
3/day
invisibility, quickened scorching ray, wall of fire (DC 16)
Special
At Will
plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 14), scorching ray
Special
Change Size
(Sp) Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Special
Constant
detect magic
Special
Heat (Ex)
An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.
Action
Feat 1
Combat Casting
Action
Feat 2
Combat Reflexes
Action
Feat 3
Deceitful
Action
Feat 4
Dodge
Action
Feat 5
Improved InitiativeB
Action
Feat 6
Quicken Spell-Like Ability (scorching ray)
Action
Melee 1
2 slams +15 (1d8+6 plus 1d6 fire) or mwk falchion +16/+11 (2d6+9/18-20)
Treasure: standard (mwk falchion, other gear)
Environments
any (Plane of Fire)
Actions/Abilities/Traits: Pathfinder 1e
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