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Burned-Out EfreetCreature 3

Source Pathfinder Society Scenario #2-16: Freedom for Wishes
Perception +8 (darkvision, detect magic)
Languages Common, Ignan
Skills Arcana +7, Athletics +11, Crafting +7, Deception +12, Diplomacy +8, Intimidation +12, Society +7
Str +3, Dex +2, Con +3, Int +0, Wis +1, Cha +3

AC 19; Fort +9; Reflex +8; Will +12;
HP 55
Speed 25 feet (fly 35 feet)
Immunities fire
Weaknesses Cold 5

Scimitar One Action +12 (+7, +2) to hit (fire, forceful, reach 10, sweep) 1d6+6 Slashing + 1d6 Fire
Fist One Action +12 (+8, +4) to hit (agile, magical, reach 10) 1d4+6 Bludgeoning + 1d6 Fire


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Burning Grasp (fire)

When the burned-out efreeti Grabs a creature, that creature takes 1d6 fire damage, then takes 1d6 fire damage at the end of each of its turns as long as it remains grabbed.

Combat Grab One Action

Requirements The burned-out efreeti has one hand free

Effect The burned-out efreeti makes a melee Strike while keeping one hand free. If the Strike hits, the target is Grabbed in the efreeti's free hand.

Arcane Innate Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Detect Magic (Constant), Produce Flame
1st Level: Illusory Object
2nd Level: Invisibility
7th Level: Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane only)



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.


The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.