Efreeti (CR 8)
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Hit Dice: 10d8+20 (65 hp)
Fort +9, Ref +10, Will +9
Speed: 20 ft., fly 40 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +20
Attack: Slam +15 melee
Full Attack: 2 slams +15 melee
Damage: Slam 1d8+6 and 1d6 fire
Special Attacks/Actions: Change Size, Spell-like abilities, heat
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Special Qualities: immunity to fire, Plane shift, vulnerability to cold
Feats: Combat Casting; Combat Reflexes; Dodge; Improved Initiative; Quicken Spell-Like Ability (scorching ray)
Skills: Bluff +15, Concentration +15, Craft (any one) +14, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, and Spot +15
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary, company (2-4), or band (6-15)
Treasure/Possessions: Standard coins, double goods, standard items
Spell-like Abilities: At will - produce flame and pyrotechnics; 1/day - grant up to three wishes (to non-genies only), detect magic, enlarge, gaseous form, invisibility, permanent image, and wall of fire. These abilities are as the spells cast by an 18th-level sorcerer (save DC 12 + spell level).
Heat (Ex): An efreeti's red-hot body deals 1d6 points of additional fire damage whenever it hits in melee, or when grappling, each round it maintains a hold.
Change Shape (Su): An efreeti can assume the form of any Small, Medium, or Large humanoid or giant.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.
Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.