Large Elemental (Genie), Chaotic Neutral
AC 17    Initiative +1 (11)
HP 220 (17d10 + 120)
Speed 40 ft., Fly 60 ft.
Mod Save
STR 22 +6 +6
DEX 12 +1 +1
CON 24 +7 +7
Mod Save
INT 16 +3 +3
WIS 15 +2 +6
CHA 19 +4 +8
Immunities Fire
Senses Darkvision 120 ft.; Passive Perception 12
Languages Primordial (Ignan)
CR 12 (XP 8,400; PB +4)
Traits

Elemental Restoration. If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire.

Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects.

Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell’s stress. Once the efreeti has cast it three times, the efreeti can’t do so again for 365 days.

Actions

Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.

Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage.

Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage.

Spellcasting. The efreeti casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):

At Will: Detect Magic, Elementalism
1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Immolation 

Lair and Lair Actions

Lair Actions (Initiative Count 20)

Zahur can take one lair action per round, choosing from:

  1. Erupting Chains
    Fiery chains burst from the floor.

    • Up to 3 creatures within 60 ft

    • DC 16 Dex save or take 14 (4d6) fire damage and be restrained

    • Restrained creatures repeat save at end of turn

  2. Obsidian Fracture
    A platform cracks and partially collapses.

    • 10-ft radius becomes difficult terrain

    • Creatures in area make DC 15 Dex save or fall prone and take 10 (3d6) bludgeoning + 10 (3d6) fire

  3. Infernal Draft
    Superheated wind sweeps the battlefield.

    • Ranged attacks beyond 30 ft have disadvantage until next round

    • All non-fire creatures take 7 (2d6) fire damage

Habitat: DesertPlanar (Elemental Plane of Fire)

Vengefuldead

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