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Elite Efreeti (Efreeti Fighter 4)

This is a 22-foot-tall muscular efreeti with crimson skin, smoldering eyes, huge black horns, and a fierce and arrogant expression. He wears an elaborate bronze breastplate that is scorched by flame and still seems to be on fire in places. He favors elaborate gold and brass jewelry and wields a huge, burning scimitar.

Advanced Efreeti Fighter 4 CR 19

XP 204,800
Male advanced HD efreeti fighter 4
LE Huge outsider (extraplanar, fire)
Init +6; Senses darkvision 60 ft., clairaudience/clairvoyance, detect magic, true seeing; Perception +25
Aura unholy aura (CL 20th; DC 23); overwhelming lawful evil


AC 35, touch 11, flat-footed 32 (+11 armor, +2 Dex, +1 dodge, +11 natural, +2 shield, –2 size)
In unholy aura: AC 39, touch 15, flat-footed 36 (+11 armor, +4 deflection, +2 Dex, +1 dodge, +11 natural, +2 shield, –2 size)
hp 363 (22 HD; 18d10+4d10+242)
Fort +25, Ref +18, Will +18 (+19 vs. fear)
Defensive Abilities bravery +1, freedom of movement; Immune fire, mental influence, possession; Resist cold 30; SR 20 (25 vs. good spells and good spellcasters)
Weaknesses vulnerable to cold


Speed 20 ft., fly 40 ft. (perfect)
Melee firebleeder +40/+35/+30/+25 (2d6+21/15–20 plus 1d6 fire), slam +31 (2d6+8 plus 1d6 fire) or
vs. Good Foes: firebleeder +40/+35/+30/+25 (2d6+21/15–20 plus 1d6 fire plus 2d6), slam +31 (2d6+8 plus 1d6 fire) or
2 slams +36 (2d6+16 plus 1d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks change size (DC 25), heat

Spell-Like Abilities (CL 11th; concentration +15, +19 defensive)

Constantdetect magic
At willplane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 16), scorching ray
3/dayquickened invisibility, quickened scorching ray, wall of fire
1/day—grant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 20)


Str 42, Dex 14, Con 32, Int 12, Wis 14, Cha 19
Base Atk +22; CMB +40 (+42 bull rush, sunder); CMD 53 (+55 vs. bull rush, sunder)
Feats Awesome Blow, Blind-Fight, Bull Rush Strike, Combat Casting, Combat Reflexes, Dazzling Display, Improved Bull Rush, Improved Critical, Improved InitiativeB, Improved Sunder, Power Attack, Quicken Spell-Like Ability (invisibility), Quicken Spell-Like Ability (scorching ray), Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Bluff +27, Craft (weapons) +21, Fly +10, Intimidate +28, Perception +25, Sense Motive +25, Spellcraft +24, Stealth +12
Languages Aquan, Auran, Common, Ignan, Terran
SQ armor training 1, change shape (humanoid or giant, alter self or giant form I), exceptional NPC
Combat Gear bead of force (3); Other Gear Huge +5 breastplate, firebleeder (Huge +3 adamantine unholy flaming burst scimitar), belt of giant strength +4, boots of speed, ring of force shield, ring of freedom of movement, scarab of protection (10 charges), heavy gold necklace with four jacinths (9,000 gp), four gold bracelets (1,000 gp each), three gold rings (600 gp each)


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 himself. A DC 23 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Exceptional NPC (Ex)

This individual was destined from birth to achieve greatness. His ability scores were generated using 25 points, rather than the standard 15 point array. Additionally, his gear was determined as if he were a 16th-level PC, rather than an NPC to account for his great resources as a member of the nobility of the City of Brass. These advantages increase his total CR by 1.

Heat (Ex)

An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.

Unholy Aura (Su)

As long as this efreeti remains in area D14, he gains the benefits of a continuous unholy aura effect (CL 20th) with the following effects: +4 deflection bonus to AC and a +4 resistance bonus on saves; SR 25 against good spells and spells cast by good creatures; protection from mental influence and possession; these are all noted above. In addition, if a good creature succeeds on a melee attack against him, the offending attacker takes 1d6 points of Strength damage (DC 23 Fort negates).