Elemental Endurance. If the efreeti drops to 0 hit points, its body erupts in a flash of fire dealing (4d6) fire damage to every object or creature within 120 ft. His current hit point total then resets to 200 and it regains any expended uses of Legendary Resistance.
Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (1d12) fire damage.
Legendary Resistance (2/Day). If the efreeti fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic
3/day each: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire, fire storm, geas
Multiattack. The efreeti makes two scimitar attacks and uses either its Hurl Flame ability or casts a spell.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
The efreeti can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The efreeti regains spent legendary actions at the start of its turn.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
Hurl Flame (Cost 2 Actions). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
If the efreeti’s Elemental Endurance trait has activated in the last hour, it can use the options below as legendary actions.
Lair Action. The efreeti can trigger one of his lair actions to occur.
Cast a Spell (Cost 2 Actions). The efreeti can cast a spell with his Innate Spellcasting ability.
Lair and Lair Actions
Efreeti make their lairs in the legendary City of Brass on the elemental plane of fire. Efreeti lairs often take the form of a dome topped stone palaces surrounded by walls and minarets, all made of solid brass that is hot to the touch. Once per round, when a creature touches the heated brass with uncovered skin, they take (1d4 - 1) fire damage.
Lair Actions
On initiative count 20 (losing initiative ties), the efreeti takes a lair action to cause one of the following effects; the efreeti can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the efreeti can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the efreeti. Each creature other than the efreeti on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the efreeti can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Previous Versions
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8/4/2022 8:30:30 PM
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Coming Soon
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