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Efreeti, Greater (Amir)

by Jamie Baty

RC 174
Huge Outsider (Fire, Extraplanar)
Hit Dice: 20d8+100 (190 hp)
Initiative: +6 (+6 Dex, +4 Improved Init.)
Speed: 30 ft. (6 squares), fly 90 ft. (perfect)
Armour Class: 21 (-2 size, +6 Dex, +7 natural), touch 14, flat-footed 15
Base Attack/Grapple: +20/+39
Attack: Slam +29 melee (3d10 +11)
Full Attack: 2 Slam +29 melee (3d10 +11)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Change size, heat, pillar of flame, spell-like abilities
Special Qualities: Change shape, Damage reduction 15/magic, darkvision 60ft., ethereal shift, fast healing 2, flight, outsider traits, plane shift, telepathy
Saves: Fort +17, Ref +18, Will +14
Abilities: Str 33, Dex 22, Con 20, Int 14, Wis 15, Cha 15
Skills: Bluff +20, Concentration +24, Craft +19, Diplomacy +16, Disguise +17, Gather Information +17, Hide -2, Intimidate +22, Knowledge (the planes) +17, Listen +20, Move Silently +21, Search +17, Sense Motive +19, Spellcraft +20, Spot +20
Feats: Cleave, Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Mobility, Power Attack, Quicken Spell-like Ability (scorching ray)
Environment: Plane of Fire
Organisation: Solitary
Challenge Rating: 15
Treasure: Standard coins and Items, Double Goods
Alignment: Always lawful evil
Advancement: 21-40 HD (Huge); 41-60 HD (Gargantuan)
Level Adjustment: +8

In the elemental plane of Fire, the rulers of the efreet are known as amirs. They appear as very large normal efreet, about 15'-30' tall. They rarely appear on the Material Plane, and when they do, it is in extremely warm climates, such as deserts.

Combat
Amirs are much like the normal efreet- they are irritable and combative. They may converse with adventurers, but more than likely will eventually attack them regardless of what is discussed. Amirs hate helions and djinn with a passion, and will attack them on sight. The most dangerous of the Amirs have levels in sorceror.

Change size (Sp): Twice per day, a greater 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.

Heat (Ex): A greater efreeti's red-hot body deals 1d8 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Pillar of Flame (Ex): As a full round action, a greater efreeti can transform itself into a pillar of flame the same height as the efreeti. All flammable items within 15ft of the efreeti burst into flames- unattended objects get no save while carried items get a DC 25 (Con based) Fortitude save. While in pillar form, the greater efreeti's slam attacks do an additional 2d8 fire damage (cumulative with the Heat special attack). The greater efreeti may hold this form as long as desired, but cannot use spell-like abilities or change shape until reverting to normal form (a standard action).

Spell-Like Abilities(Sp):At will
detect magic, major creation, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day
invisibility, invisibility purge, wall of fire (DC 16); 1/day
grant up to three wishes (to non-genies only), fireball, gaseous form, incendiary cloud, permanent image (DC 18). Caster level 20th. The save DCs are Charisma-based.

Change Shape (Su): An efreeti can assume the form of any Medium, Large, or Huge humanoid or giant.

Damage Reduction (Su): A greater efreeti has damage reduction of 15/magic.

Ethereal Shift (Sp): A greater efreeti can enter or leave the Ethereal Plane at will as a move-equivalent action.

Fast Healing (Ex): A greater efreeti regains 2 hit points per round.

Flight (Ex): A greater efreeti can cease or resume flight as a free action.

Plane Shift (Sp): A greater efreeti can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the greater efreeti and up to eight other creatures, provided they all link hands with the greater efreeti. It is otherwise similar to the spell of the same name (caster level 13th).

Telepathy (Su): A greater efreeti can communicate telepathically with any other creature within 100ft. that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Fire Subtype: A greater efreeti has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.