Efreeti (CR 8)
Large Outsider (Extraplanar and Fire)
Alignment: Always lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +15, and Spot +15
Languages: Telepathy 100 ft.
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Hit Dice: 10d8+20 (65 hp)
Fort +9, Ref +10, Will +9
Speed: 20 ft., fly 40 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +20
Attack: Slam +15 melee
Full Attack: 2 slams +15 melee
Damage: Slam 1d8+6 and 1d6 fire
Special Attacks: Change Size, Spell-like abilities, heat
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Special Qualities: immunity to fire, Plane shift, vulnerability to cold
Feats: Combat Casting; Combat Reflexes; Dodge; Improved Initiative; Quicken Spell-Like Ability (scorching ray)
Skills: Bluff +15, Concentration +15, Craft (any one) +14, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, and Spot +15
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary, company (2-4), or band (6-15)
Treasure/Possessions: Standard coins, double goods, standard items
Source:
Monster Manual
The efreet (singular efreeti) are genies from the Elemental Plane of Fire. They are said to be made of basalt, bronze, and congealed flames.
Efreet are infamous for their hatred of servitude, desire for revenge, cruel nature, and ability to beguile and mislead. Their primary home is the fabled City of Brass, but there are many efreet outposts throughout the Plane of Fire, military stations for watching or harassing others on the plane. They are enemies of the djinn and attack them whenever they meet.
The efreet are ruled by a grand sultan who makes his home in the City of Brass. He is advised by a variety of beys, amirs, and maliks concerning actions on the plane, and by six great pashas who deal with efreet business on the Material.
The City of Brass is a huge citadel that is home to the majority of efreet. It hovers in the hot regions of the plane and is bordered by seas and lakes of glowing magma. The city sits upon a hemisphere of glowing brass some forty miles across. From the upper towers rise the minarets of the great bastion of the sultan's palace, which is said to hold vast riches. The city's population far out numbers any of the great cities of the Material Plane.
An efreeti stands about 12 feet tall and weighs about 2,000 pounds. Efreet speak Ignan, Common, Auran, and Infernal.
Combat
Efreet love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.
Spell-like Abilities: At will - produce flame and pyrotechnics; 1/day - grant up to three wishes (to non-genies only), detect magic, enlarge, gaseous form, invisibility, permanent image, and wall of fire. These abilities are as the spells cast by an 18th-level sorcerer (save DC 12 + spell level).
Heat (Ex): An efreeti's red-hot body deals 1d6 points of additional fire damage whenever it hits in melee, or when grappling, each round it maintains a hold.
Change Shape (Su): An efreeti can assume the form of any Small, Medium, or Large humanoid or giant.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
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 six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.
Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.