KING
Efreeti

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

AC1410 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d4rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit17+Cunning 16
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind14+2d4
Sense18+4d8
Heart14+2d4
Cunning16+3d6
Fate8-1-d3

Passives

Passive

Fire Immunity

Immune to fire damage. Sheds bright light for 30 ft.

Passive

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

Maneuver

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.

Declaration

Wall of Fire

Telegraph · disrupt d6 · Body save

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

Reaction

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.