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Large elemental · CR 11

Efreeti

Armor Class17
Hit Points200 (16d10+112)
Speed40 ft., fly 60 ft.
ChallengeCR 11 (7,200 XP)
STR
22
(+6)
DEX
12
(+1)
CON
24
(+7)
INT
16
(+3)
WIS
15
(+2)
CHA
16
(+3)
Saving ThrowsINT +7, WIS +6, CHA +7
Immunitiesfire
Sensesdarkvision 120 ft., passive Perception 12
LanguagesIgnan
Special Abilities
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:

At will: detect magic
3/day: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
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.

Running Efreeti in an encounter

As a CR 11 threat worth 7,200 XP, Efreeti is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 11 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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