This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh. He is regaled in an ostentatious cloak of the Greenwatch but covered in gold. There are many other obvious magical items as they radiate light or glimmer with it occasionally.
The efreet (singular efreeti) are genies from the Plane of Fire. An efreeti stands about 12 feet tall and weighs about 2,000 pounds.
DEFENSE
AC 49, touch 32, flat-footed 35 (+4 mage armor, +4 shield, +10 Dex, +1 dodge, +9 natural, –1 size, +14 CHA)
hp 445 (13d10+Con+Cha+Toughness)(101+169 +182+13), Fast Healing 14
Fort +22, (Class +4, Con +13, Cloak +5
Ref +23, (Class +8, Dex +10, Cloak +5
Will +22, (Class +8, Wis +9, Cloak +5
Immune fire; Vulnerability cold
OFFENSE
Speed 20 ft., fly 40 ft. (perfect)
Melee 2 slams +20 (1d8+11 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Base Atk +13; CMB +28; CMD 48
Special Attacks change size, heat (1d6 fire), lesser weapon augment fire crystal (1d6 fire)
Spell-Like Abilities (CL 15th)
Constant—detect magic
At Will—plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 26), scorching ray
3/day—invisibility, quickened scorching ray, wall of fire (DC 28), fireball, heat metal
1/day—grant up to 3 wishes (to non-genies only), gaseous form, permanent image (DC 30), greater invisibility, pyroclastic storm (as ice storm, with fire instead of cold damage).
Languages Auran, Aquan, Common, Ignan, Terran, Celestial, Sylvan, Infernal, Giant, Dwarven, Elven, ; telepathy 100 ft.
SQ change shape (humanoid or giant, alter self or giant form I)
SPECIAL ABILITIES
Change Size (Sp)
Twice per day, an efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 18 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Heat (Ex)
An efreeti’s body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.
Wizard Archetype: Master Crafter, gain bonus feats at every odd level. No other bonus feats.
Cloak of resist +5
Belt of mighty health +6
Crown of mental power +6
Eternal wand of mage armor, 5 charges, CL 5
Eternal wand of shield, 5 charges, CL 5
Ring of cold resist 30
Ring of Greenwatch (Ring of communication, ring of sustenance, ring of message, Regeneration 1/acid, deflection +1, dungeon prisoner’s ring) His ring also has acid resist 30.
Cleo:
As you tell of your past his fire slowly comes back. He takes a few bites of cake and a sip of milk. "I am sorry for your losses. It sounds like they were good people. I dont know why such turmoil continues to fester in the world. I am glad that our kingdom has not seen anything like that. Bearik and I continue to try to help where we can so that doesn't have to happen to our citizens."
You now have Sulvanii as a 'Contact', once a month he would be willing to help you out, one way or another in a venture. Also he reveals some secrets about his wishes.
He shifts the content of the conversation, "On a lighter subject, next week my wish crafting should be different and more powerful. If your wishes are found to bless others including the citizens of our fair country, I will be able to grant a Seraphim Wish once a month."
Plans:
Seraphim Wish 1/month
It needs at least 10 wishes a month to be powered up. Wishes for the betterment of the residents of the country.
Give all civilians regeneration 1 Acid.
For the last month they have been identifying if there is a difference with wishes if done by mere mortals and spreading the wealth accumulated by him. Passing a ring of sustenance to each for their support. Their needs are met. Given to the leaders of families with a high chance of being a noble and helping others.
Bearik and Sulvani have almost finished the rules and regulations contract. Of the only thing they are missing is a Seraphim Wish and all the Wardens' signatures.