Free interactive D&D 5e SRD stat block

Efreeti

Large Elemental, CR 11, AC 17, 212 HP. Neutral.

Large Elemental (Genie), Neutral

AC
17
Initiative
+1 (11)
HP
212 (17d10+119)
Speed
40 ft., Fly 60 ft. (hover)
ScoreModSave
STR 22 +6 +6
DEX 12 +1 +1
CON 24 +7 +7
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
11 (XP 7,200; 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, Wall of Fire (level 7 version)

How to run Efreeti

An efreeti is a noble tyrant from the City of Brass who hates being interrupted. Whatever the party did to provoke this fight (broke a binding, plundered a brass-walled tomb, refused to bow), the efreeti expects to win and expects to be addressed properly while doing it. Open with a sentence of contempt in Primordial. The fight is the second-rate option, and the efreeti will tell them so.

The opening turn priority depends on positioning. If the party is clustered, hover at 60 ft. and Multiattack with three Hurl Flame at +8 (24 average fire each, 120 ft. range). 72 average damage spread across three targets ruins a level 8 party's first round. If a single tank closed in, drop into reach and Multiattack with three Heated Blade at +10 (26 average per hit, slashing plus fire). Mix freely. The Multiattack text lets you swap any combination of Heated Blade and Hurl Flame, so use the blade on grappled or low-HP targets and the flame on the back line. Fire immunity means you can stand in the wizard's Wall of Fire and not care.

Spellcasting is the adversary's flex tool. Wall of Fire (level 7 version) once per day shapes the battlefield and forces the party to walk through 5d8 fire to reach you. Invisibility once per day breaks line of sight after a bad round, and Major Image once per day fakes a duplicate so the party wastes a turn on the wrong target. Plane Shift is the panic button: at Bloodied or after a Counterspell humiliation, the efreeti steps to the Plane of Fire mid-sentence and the encounter ends. Magic Resistance gives advantage on every save against spells, so Banishment is unreliable.

Efreeti do not die for ego, they die for honor, and those are different. If the party has not insulted the efreeti's house or lord, it leaves once the fight is clearly lost. If they have, it stays to zero and curses them with its last words. Elemental Restoration brings it back in 1d4 days. Note the date.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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