5e Cards
Challenge 11: 11

Efreeti

Large elemental, lawful evil

Armor Class
17 (natural armor)
Hit Points
200 (16d10+112)
Speed
40 ft., fly 60 ft.
STR
22 (+6)
DEX
12 (+1)
CON
24 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws
Int +7, Wis +6, Cha +7
Damage Immunities
fire
Senses
darkvision 120 ft., passive Perception 12
Languages
Ignan
Challenge
11 (7,200 XP)
Proficiency Bonus
+4

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting. The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Variant: Genie Powers. Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.

**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 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.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

Actions

Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

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.

How many for your party

Copies of the efreeti (7,200 XP each) against a party of four characters of the same level. Build mixed fights in the encounter builder.

Number of Efreeti for each difficulty, party of four
Party levelEasyMediumHardDeadly
Level 8——12–20
Level 9——12–20
Level 10—1—2–20
Level 11—1—2–20
Level 141—23–20
Level 151—23–20

In these lists

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Questions

What CR is the Efreeti?

The Efreeti is challenge 11, worth 7,200 XP, with a proficiency bonus of +4.

How many hit points does the Efreeti have?

200 hit points (16d10+112), with AC 17 from natural armor.

How many should I use against four 8th-level characters?

Against four level 8 characters, 1 is hard by the encounter XP budget.