Efreeti Noble (Al-Qadim)
Large Outsider (Extraplanar, Fire)
Hit Dice: 13d8+52 (110 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Fly 80 ft. (Perfect)
Armor Class: 24 (-1 Size, +4 Dex, +11 Natural), touch 13, flat-footed 20
Base Attack/Grapple: +13/+27
Attack: Slam +22 melee (2d8+10 plus 2d6 fire)
Full Attack: 2 Slams +22 melee (2d8+10 plus 2d6 fire)
Space/Reach: 20 ft./20 ft.
Special Attacks: Change size, heat, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold, SR 20
Saves: Fort +12, Ref +12, Will +12
Abilities: Str 30, Dex 18, Con 18, Int 16, Wis 18, Cha 18
Skills: Bluff +19, Craft (any one) +13, Concentration +19, Diplomacy +14, Disguise +14, Intimidate +19, Knowledge (Arcana, History, Nature, The Planes) +13, Listen +14, Move Silently +14, Sense Motive +14, Spellcraft +13, Spot +14, Use Magic Device +19
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Power Attack, Quicken Spell-Like Ability (scorching ray)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 9
Treasure: Double Standard
Alignment: Always Lawful Evil
Advancement: 14-19 HD (Large), 20-39 HD (Huge)
Level Adjustment: ---
"So how did you manage to dominate an Efreeti Lord"
"I'm better off not saying."
"You sure he's controlled?"
"Jebus, we'd better hope so."
Noble Efreeti are 15 feet tall with skin like basalt, bronze hair and eyes of flame. They tend to dress in baggy pantaloons, jewelry and perhaps a shoulder harness for a weapon. They tend to see anyone not their masters as slaves or enemies.
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.
Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
Spell-like Abilities (Sp): A Noble Efreeti can grant 3 Wishes (as per the spell) to any being (nongenies only) who captures it. 1/week: Discern Location, Internal Fire. 3/Day: Flame Strike, Gaseous Form, Invisibility, Misdirection, Permanent Image, Polymorph (self only), Wall of Fire. 1/Day: Fire Seeds, Fire Shield. At will: Color Spray, Detect Magic, Flame Arrow, Produce Flame, Pyrotechnics.
Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).
Combat: They're pretty much the same as Efreeti with a few extra abilities.