Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
Body of Smokeless Flame. A creature or flammable object that touches the efreeti firelord or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. In addition, whenever a creature or flammable object ends its turn within 5 feet of the firelord, that target takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Note: Being on fire does not stack. A creature that has caught fire from multiple effects (e.g. Body of Smokeless Flame, Combustion Gaze, Incandescent Engagement, Incandescent Rebuke, Incendiary Fist and Incinerating Inferno) still only takes 1d10 fire damage at the start of its turn and the fire can be doused by a single action.
Lord of Fire. The efreeti firelord has perfect control over the heat of its flames. Its attacks will not do fire damage to any creature or object the genie does not wish to burn. This also allows the efreeti firelord to wear or handle flammable items such as parchment scrolls and silken robes without igniting them with Body of Smokeless Flame.
Illumination. The efreeti firelord sheds bright light in a 60-foot radius and dim light in an additional 60 feet. It can consciously reduce its illumination by any amount as a free action, down to a radius of 0 ft. Reducing its illumination does not affect the damage of the firelord's Body of Smokeless Flame.
Innate Spellcasting. The efreeti firelord’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, enlarge/reduce, fireball (5th level spell slot, 10d6 damage), flame strike (5th level spell slot, 6d8 damage), polymorph, wall of fire (5th level spell slot, 6d8 damage)
3/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, tongues
Magic Resistance. The efreeti firelord has advantage on saving throws against spells and other magical effects.
Wishes.The efreeti firelord can grant wishes to a creature that isn't a genie. Once the genie has granted its limit of three wishes, it can't grant wishes again for 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.
Multiattack. The efreeti firelord makes three attacks using any combination of fiery falchion, hurl flame, and incendiary fist.
Fiery Falchion. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage plus 13 (2d8) fire damage.
Hurl Flame. Ranged Spell Attack: +13 to hit, range 150 ft., one target. Hit: 24 (7d6) fire damage.
Incendiary Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage plus 9 (2d8) fire damage and the target catches fire; until someone takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Invoked Inferno (Recharge 5–6). A point within 90 feet of the efreeti firelord erupts in an inferno. Every creature in a 20-foot-radius sphere centered on that point is affected. The inferno spreads around corners, igniting flammable objects in the area that aren't being worn or carried. The firelord chooses one of the following effects.
Concussive Inferno. Each creature in the sphere must succeed on a DC 21 Constitution saving throw or take 21 (6d6) bludgeoning plus 21 (6d6) fire damage and be stunned until the end of their next turn. On a successful save, they take half as much damage and are not stunned.
Incinerating Inferno. Each creature in the sphere must succeed on a DC 21 Dexterity saving throw or take 66 (12d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, they take half as much damage and do not catch fire.
Purifying Pyre. The efreeti firelord chooses a point within a space occupied by one creature or object within 60 feet (it can target itself). A 10-foot-radius sphere of rainbow colored flames blossoms from that point, causing 14 (4d6) fire damage to everything within its area, including the target. In addition, the target is affected as follows.
First, any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, the firelord makes a spellcaster ability check (+13) against a DC of 10 + the spell’s level. On a successful check, the spell ends.
Second, the rainbow flames burn away one of the following debilitating effects from the target:
- One level of exhaustion.
- One effect that blinded, charmed, or poisoned the target.
- One disease, including conditions caused by the disease but not the damage.
- One curse, including the target’s attunement to a cursed magic item.
- Any reduction to one of the target’s ability scores.
- One effect reducing the target’s hit point maximum.
If the firelord does not choose a specific effect the flames will burn away a random debilitation effect.
Tornado of Flames (Recharge 5–6). 10-foot-radius, 60-foot-tall cylinder of swirling flames magically forms on a point the efreeti firelord can see within 120 feet of it. The tornado lasts as long as the firelord maintains concentration (as if concentrating on a spell). A creature takes 27 (5d10) fire damage, or half as much damage on a successful DC 22 Dexterity save, when it enters the tornado for the first time on a turn or ends its turn within the tornado. Any creature but the firelord that enters the tornado must succeed on a DC 22 Strength saving throw or be restrained by it. The firelord can move the tornado up to 60 feet as a bonus action, and the firelord plus creatures restrained by the tornado move with it. The tornado ends if the firelord loses sight of it.
A creature can use its action to free a creature restrained by the tornado, including itself, by succeeding on a DC 22 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the tornado.
Fiery Eyes. The efreeti firelord gains truesight 120 feet until the end of its next turn. In addition, the firelord may glare at a single creature or object within 120 feet and do 14 (4d6) damage, halved if the target makes a successful DC 21 Constitution saving throw. Targets with vulnerability to fire damage have the damage increased as if it was fire damage, but immunity to fire and resistance to fire does not protect against fiery eyes damage.
Flash Step. The efreeti firelord momentarily turn into flames and flies up to 80 feet as if they were in gaseous form. If the firelord passes within 5 feet of a creature or enters another creature's space, that creature is exposed to the firelord's Body of Smokeless Flame. If the flash step's movement ends in a space occupied by an object or a creature, the firelord takes 4d6 force damage and is displaced to the last empty space on the path of its fire step that is large enough to accommodate it, or the starting point if there are no suitable empty spaces on the path.
Incandescent Rebuke. When a creature within 50 feet damages the efreeti firelord with an attack, the firelord can use its reaction to engulf the attacker with a surge of incandescent sparks from its Body of Smokeless Flame. The attacker takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. In addition, the attacker must succeed on a DC 21 Dexterity saving throw or be blinded for 5 (1d10) rounds or until the fire is doused, whichever occurs first. On a successful save, the target is not blinded.
Parry. The efreeti firelord adds 6 to its AC against one attack that would hit it. To do so, the efreeti noble must see the attacker and be wielding a melee weapon.
The efreeti firelord 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 firelord regains spent legendary actions at the start of its turn.
Blaze of Motion (Costs 1 Actions). The efreeti firelord uses Flash Step.
Burning Gaze (Costs 2 Action). The efreeti firelord uses Fiery Eyes.
Combustion Gaze (Costs 2 Actions). The efreeti firelord glares at a single creature or object within 120 feet. The target takes 14 (4d6) fire damage and must make a DC 21 Constitution saving throw. If it fails, the target becomes combustible until the end of the target's next turn. If the affected target has immunity to fire, it is treated as having fire resistance instead; if it has resistance to fire, it takes normal damage from fire. A combustible target with neither fire immunity or resistance to fire catches fire whenever it takes fire damage; until someone takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Defensive Immolation (Costs 2 Actions). The efreeti firelord uses Purifying Pyre targeted on itself.
Incandescent Engagement (Costs 1 or more Actions). If the efreeti firelord is wielding a weapon and can see the creature whose turn ending allows the firelord to use a legendary action, the efreeti firelord can spend one legendary action to add 6 to its AC against all attacks from the triggering creature that would hit it until the end of the firelord's turn. The firelord can also spend an additional legendary action to use Incandescent Rebuke against the creature it is in an incandescent engagement with whenever the opposing creature targets the firelord with an attack.
Description
A huge being resembling a humanoid but roughly three times taller than a human and far wider, an efreeti firelord looks like a common efreeti apart from being exceptionally large and muscular. Firelords are among the most powerful of efreet, second only to the Sultan of the Efreet, and are even more cruel and arrogant than common efreet. As befits their rank, they normally dress in exquisite raiment adorned with massive jewellery. Firelords flaunt the power of their bodies to display their pride and status, so their garments are cut to display their muscular strength or physical beauty as much as decency and the temperature permits; they only wear all-encompassing clothes such as cloaks or robes when it is too cold to do otherwise, or if they need to hide their identity. Efreeti firelords always have weapons to hand, usually a massive falchion in a shoulder harness.
Luxurious Despots. Firelords are tyrannical rulers who rival the devils of the Nine Hells in their ruthless autocracy. They reside in fortress-like palaces with many luxuries and treasures on the Elemental Plane of Fire. As well as powerful guards and servants, a firelord's castle is crammed with costly slaves to display the ruler's importance. Many of these slaves are foreigners to the Elemental Plane of Fire who need magical protection to avoid being burned to ash. This protection must be renewed every week, forcing the slaves to seek the "grace" of the firelord or die in flames. Obviously, this makes escape very difficult.
The highest ranking firelords are the six Pashas of the Efreet who serve as viziers to the Grand Sultan in the City of Brass. The rest of the firelords are viceroys or satraps, some of whom rival a Pasha in personal influence and maintain mansions in the City of Brass. The least powerful only have a single palace in some distant territory.
Most efreeti firelords have responsibility over military outposts on the Prime Material Plane. These outposts have a luxurious chamber reserved for the firelord's exclusive use. However, firelords loathe visiting the Prime Material and do so as little as possible.
Lords of War. Firelord efreet have studied warfare since their youth and love to fight. Expert in all manner of military strategy and tactics, their love of bloodshed is so great that they prefer the thrill of personally engaging in battle to directing their forces from a palace or command tent.
Firelords are superlative schemers whose political plots are as cunning and devious as their military trickery. They spend a great deal of time plotting against other high-ranking efreet and vying for the favor of their ruler, the Grand Sultan.
Masters of the Hunt. Apart from war, an efreeti firelord's favorite recreation is hunting, a pastime they pursue on both the Elemental Planes and Prime Material. Firelords tend to leave the tedium of tracking, cornering and wearing down prey to servants and hunting beasts, and only step in when it's time to enjoy the pleasure of the finish. A hunt's aim may be to capture slaves, kill creatures, or execute "criminals," and some firelords even hunt their own slaves out of simple boredom. Efreet gleefully slaughter intelligent creatures while hunting, and consider disrespect or defiance from mortals a crime worthy of death.
(Inspired by the Pasha of the Efreet from I4 - Oasis of the White Palm (1983) and the Noble Efreeti from MC13 - Monstrous Compendium Al-Qadim Appendix (1992).)
Comments