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System Reference Document 5.2.1
Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 
8 (1d6 + 5) Bludgeoning damage. If the target is a Large 
or smaller creature, it has the Prone condition.
Efreeti
Efreeti
Large Elemental (Genie), Neutral
AC 17  Initiative +1 (11)
HP 212 (17d10 + 119)
Speed 40 ft., Fly 60 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 22 +6 +6 Dex 12 +1 +1 Con 24 +7 +7
Int 16 +3 +3 WIS 15 +2 +6 Cha 19 +4 +8
Immunities Fire
Senses Darkvision 120 ft.; Passive Perception 12
Languages Primordial (Ignan)
CR 11 (XP 7 ,200; PB +4)
Traits
Elemental Restoration. If the efreeti dies outside the 
Elemental Plane of Fire, its body dissolves into ash, and 
it gains a new body in 1d4 days, reviving with all its Hit 
Points somewhere on the Plane of Fire.
Magic Resistance. The efreeti has Advantage on saving 
throws against spells and other magical effects.
Wishes. The efreeti has a 30 percent chance of know-
ing the Wish spell. If the efreeti knows it, the efreeti 
can cast it only on behalf of a non-genie creature who 
communicates a wish in a way the efreeti can under-
stand. If the efreeti casts the spell for the creature, the 
efreeti suffers none of the spell’s stress. Once the efreeti 
has cast it three times, the efreeti can’t do so again 
for 365 days.
Actions
Multiattack. The efreeti makes three attacks, using 
Heated Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll: +10, reach 5 ft. 
Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) 
Fire damage.
Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 
24 (7d6) Fire damage.
Spellcasting. The efreeti casts one of the following 
spells, requiring no Material components and using 
Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Elementalism
1/Day Each: Gaseous Form, Invisibility, Major Image, 
Plane Shift, Tongues, Wall of Fire (level 7 version)
Erinyes
Erinyes
Medium Fiend (Devil), Lawful Evil
AC 18  Initiative +7 (17)
HP 178 (21d8 + 84)
Speed 30 ft., Fly 60 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 16 +3 +7 Con 18 +4 +8
Int 14 +2 +2 WIS 14 +2 +2 Cha 18 +4 +8
Skills Perception +6, Persuasion +8
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Truesight 120 ft.; Passive Perception 16
Languages Infernal; telepathy 120 ft.
CR 12 (XP 8,400; PB +4)
Traits
Diabolical Restoration. If the erinyes dies outside the 
Nine Hells, its body disappears in sulfurous smoke, and 
it gains a new body instantly, reviving with all its Hit 
Points somewhere in the Nine Hells.
Magic Resistance. The erinyes has Advantage on saving 
throws against spells and other magical effects.
Magic Rope. The erinyes has a magic rope. While bear-
ing it, the erinyes can use the Entangling Rope action. 
The rope has AC 20, HP 90, and Immunity to Poison 
and Psychic damage. The rope turns to dust if reduced 
to 0 Hit Points, if it is 5+ feet away from the erinyes 
for 1 hour or more, or if the erinyes dies. If the rope is 
damaged or destroyed, the erinyes can fully restore it 
when finishing a Short or Long Rest.
Actions
Multiattack. The erinyes makes three Withering Sword 
attacks and can use Entangling Rope.
Withering Sword. Melee Attack Roll: +8, reach 5 ft. 
Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Ne-
crotic damage.
Entangling Rope (Requires Magic Rope). Strength 
Saving Throw: DC 16, one creature the erinyes can see 
within 120 feet. Failure: 14 (4d6) Force damage, and the 
target has the Restrained condition until the rope is de-
stroyed, the erinyes uses a Bonus Action to release the 
target, or the erinyes uses Entangling Rope again.
Reactions
Parry. Trigger: The erinyes is hit by a melee attack roll 
while holding a weapon. Response: The erinyes adds 4 
to its AC against that attack, possibly causing it to miss.