Large Elemental (Genie), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 256 (27d10 + 108)
Speed 40 ft., fly 60 ft.
STR
23 (+6)
DEX
19 (+4)
CON
25 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
19 (+4)
Saving Throws INT +11, WIS +9, CHA +9
Skills Intimidation +0
Damage Immunities Fire
Senses Blindsight, Darkvision 120 ft., Passive Perception 12
Languages Common, Ignan, Infernal, Primordial, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Zuhair Asghar fails a saving throw, he can choose to succeed instead.

Inferno Aura. Zuhair Asghar has a powerful 10 foot flaming aura.  At the start of each of Zuhair Asghar’s turns, each creature in the aura takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature also takes 10 (3d6) fire damage if it touches Zuhair Asghar or hits him with a melee attack while within the aura provided Zuhair Asghar isn’t incapacitated

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.

Innate Spellcasting. The efreeti’s innate spellcasting ability is Charisma (spell save DC 19, +9 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

Actions

Multiattack. Zuhair Asghar  makes three scimitar attacks or uses its Hurl Flame three times in any combination.

Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) 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.

Inferno Aura Flare (Recharge 5–6). Zuhair Asghar stomps on the ground and his aura explodes outward in a burst of searing flame. Each creature in a 30-foot-radius sphere centered on Zuhair Asghar must make a DC 19 Dexterity saving throw. On a failed saving throw, a creature takes 21 (2d6 + 8) fire damage plus 21 (6d6) bludgeoning damage,  moved up to 20 feet and knocked prone. On a successful saving throw, a creature takes half as much damage, and is not moved or knocked prone.

Bonus Actions

Cinder Aura. Zuhair Asghar causes smoke and cinders to billow from his aura, filling a 30-foot-radius sphere centered on himself. While the aura is billowing smoke, Zuhair Asghar has *half cover*. The aura stops billowing smoke after 1 minute, when Zuhair Asghar dies, or when he uses a bonus action to end the effect.

Legendary Actions

Zuhair Asghar the Eternal Flame 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. Zuhair Asghar regains spent legendary actions at the start of his turn.

Detect. Zuhair Asghar makes a Wisdom (Perception) check.

Move. Zuhair Asghar moves up to his speed, or he flies up to half his speed. This movement doesn’t provoke opportunity attacks.

Combustion (Costs 3 Actions). Zuhair Asghar causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 19 Constitution saving throw. On a failed save, the target takes 40 (9d8) fire damage and catches fire.  A target on fire takes 10 (3d6)  fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn’t catch fire.

Description

Zuhair Asghar smells of sweet incense, and a soft sound of a gentle crackling fire sometimes emanates from him.

He is vain and lives a life of debauchery, often spending as much time indulging in the pleasures of the 9 Hells as he does living in his palace in the elemental plane of fire.

Lair and Lair Actions

 

Zuhair Asghar's palace is a monument to his physical pleasures.  Equally decorated with rooms containing the finest silks and softest furniture and other rooms with devices and objects to explore carnal pleasures.

Throughout the palace are statues and erected pillars of Zuhair Asghar and many strange objects brought back from his travels to the 9 Hells.  The statue and pillar faces constantly change their expression, and almost seem to be watching those who enter Zuhair Asghar's palace.

Lair Actions

On initiative count 20 (losing initiative ties), Zuhair Asghar takes a lair action to cause one of the following effects; Zuhair Asghar can’t use the same effect two rounds in a row:

  • Zuhair Asghar's aura enhances.  When an enemy moves out of the Zuhair Asghar's reach, the enemy must succeed on a DC 19 Constitution saving throw or gain a level of exhaustion. Creatures with resistance or immunity to fire damage are immune to this effect.
  • Zuhair Asghar's aura enhances.  Enemies within 10 feet of Zuhair Asghar must succeed on a DC 19 Constitution saving throw or gain a level of exhaustion. Any enemy who enters a space within 10 feet of Zuhair Asghar must also make the save.  Creatures with resistance or immunity to fire damage are immune to this effect.
  • Zuhair Asghar's aura enhances.  His aura expands to a 30 foot aura.

Regional Effects

The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the Zuhair’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the Zuhair’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If Zuhair Asghar dies, these effects fade over the course of 1d10 days.

 

225 (18d12 + 108)

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2025 3:16:47 AM
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Monster Tags: GenieElemental

Habitat: DesertPlanar (Elemental Plane of Fire)Planar (Nine Hells)Urban

Jokurface

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