Efreeti Janissary (Advanced Efreeti)

This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh. It wears a fine, silvery breastplate and a plumed helm, and wields an ornate, burning ranseur.

Efreeti Janissary CR 11

XP 12,800
Male advanced HD elite efreeti
LE Large outsider (extraplanar, fire, genie)
Init +9; Senses darkvision 60 ft., detect magic; Perception +19; Aura overwhelming lawful evil

DEFENSE

AC 31, touch 16, flat-footed 24 (+7 armor, +5 Dex, +2 dodge, +8 natural, –1 size)
hp 123 (13d10+52)
Fort +8, Ref +13, Will +11
Immune fire
Weakness vulnerability to cold

OFFENSE

Speed 20 ft., fly 40 ft. (perfect)
Melee +1 flaming ranseur +22/+17/+12 (2d6+16/19–20/×3 plus 1d6 fire) or
2 slams +20 (1d8+8 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks change size, heat

Spell-Like Abilities (CL 11th; concentration +13, +17 defensive; ranged touch +17)

Constantdetect magic
At willplane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 14), scorching ray
3/dayquickened invisibility, wall of fire
1/day—grant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 18)

STATISTICS

Str 27, Dex 20, Con 19, Int 12, Wis 16, Cha 14
Base Atk +13; CMB +22; CMD 39
Feats Armor Proficiency (light), Armor Proficiency (medium)B, Combat Casting, Combat Reflexes, Dodge, Improved Critical (ranseur), Improved InitiativeB, Quicken Spell-Like Ability (invisibility), Weapon Focus (ranseur)
Skills Bluff +18, Craft (weapons) +15, Fly +9, Intimidate +18, Perception +19, Sense Motive +19, Spellcraft +17, Stealth +15
Languages Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.
SQ change shape (humanoid or giant, alter self or giant form I)
Combat Gear potion of cure serious wounds (3); Other Gear Large +1 mithral breastplate, Large +1 flaming ranseur

SPECIAL ABILITIES

Change Size (Sp)

Twice per day, an efreeti janissary can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 18 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex)

An efreeti’s body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.

Section 15: Copyright Notice

Pathfinder 24: The Final Wish. Copyright 2009, Paizo Publishing, LLC; Author: Rob McCreary

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