Efreeti
Elemental · Crown of Domination
T4d10Major
Flame-tyrant genies, efreeti rule City of Brass, chains binding slaves in eternal fire.
Tier 4 · Role Major · Pool Vigor 6 / Vitality 8 · AC 14 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 14 | +2 | d4 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 16 | +3 | d6 |
| Fate | 8 | -1 | -d3 |
Passives
Fire Immunity
Immune to fire damage. Sheds bright light for 30 ft.
Burning Body
A creature that grabs the efreeti or hits it with a melee attack from within 5 ft takes 1 Vigor damage from the heat.
Maneuvers
Hurl Flame
Makes its attack at range, hurling a gout of fire at a target it can see within 120 ft.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Wall of Fire
Raises a wall of roaring flame up to 60 ft long and 20 ft high within 120 ft. Each creature in its path or within 10 ft of it makes a Body save (DC 17): 4 damage on a failure, 1 Vigor damage on a success. The wall burns for the rest of the fight and sears anyone who passes through it the same way.
Reactions
Flame Teleport
When hit by an attack, it bursts into flame and reappears up to 60 ft away. Each creature within 5 ft of the space it left takes 1 Vigor damage.
Tactics
GM tactics
Opens with Wall of Fire to divide the battlefield. Hurls Flame at anyone who keeps their distance. Flame Teleports to avoid being pinned down. Fights with cruel arrogance, toying with weaker foes before finishing them.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 17+ (Cunning 16).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.