Efreetikin

As a sha'ir, your gen will be your link to the wonders of geniekind. Wise sha'irs will treat their gens well, and placate them with praise and treasure. A gen is much like its grander cousins in its tastes and appetites, and tend to reflect the personalities of both its genie masters and its sha'ir. Alignment does not limit your interaction with a gen, but you will have a greater affinity to one which shares a similar alignment.

Gens act independently from you. In combat, it rolls its own initiative and acts on its own turn. It cannot attack unless you forgo one of your own attacks to direct it to do so using its reaction, but it can take other actions as normal.

While your gen is on the same plane as you, you can communicate with it telepathically. You cannot dismiss your gen forever without making proper restitution to the geniekind it serves. Such restitution most often comprises a bit of flattery, a lot of treasure, and a relevant quest. Gens otherwise behave as standard familiars described in the *find familiar* spell.

## **Flickers of Flame**

Fire gens, known as efreetikin, are little humanoid fire spirits whose bodies constantly crackle with flame. Their skin is usually dark as soot or in reddish tones, and their hair can be jet black or any shade found in a flickering tongue of fire, including pale blue. They are relatively tall for gens, usually 10 to 14 inches in height. The eyes of efreetikin glitter like glowing embers. They prefer opulent adornments like velvets and damasks. Efreetikin are abrasive and judgmental, easily losing their tempers and prone to quarreling. They can also be quite passionate, and appeasing their inner fire can easily garner favor. Although efreetikin tend toward an evil alignment, this does not mean they only bond with evil sha'ir. It does, however, mean that they will seek to intimidate or subvert a sha'ir that does not share their own ideals.

**Hearts of Fire.** Efreetikin are most comfortable in places of extreme heat, such as near a blazing forge or under the relentless desert sun. They favor gifts of decadence, preferring lush brocades, polished precious metals, and exotic spices. Tasks are undertaken with the efreetikin's best interest in mind, and they are as infamous as their greater kin for twisting the meaning of words to suit their wants. Sha'ir who bond with efreetikin learn to be very careful with their choice of wording.

Efreetikin enjoy confrontation and are usually eager to join combat. If directed to attack, it will cast *heat metal* on any hostile targets wearing metal armor or wielding a metal weapon. It will then try to position itself for the best use of its cinder breath. If its cinder breath is on recharge, it will use its fire strike on whichever target the sha'ir directs it to attack. If it is given no target to attack, it will attack the closest hostile target.

**Elemental Nature.** An efreetikin doesn't require food, drink, or sleep, but it enjoys them.

## **Statistics**

Tiny elemental, neutral evil

* Armor Class: 11
* Hit Points are equal to half of its sha'ir's
* Speed: 30 ft., fly 20 ft.

Ability Scores

* Strength 8 (-1)
* Dexterity 12 (+1)
* Constitution 12 (+1)
* Intelligence 11 (+0)
* Wisdom 10 (+0)
* Charisma 12 (+1)

Skills: Stealth +3

Damage Immunities: fire

Senses: darkvision 60 ft., passive Perception 10

Languages: Ignan, Common

Challenge: 1/2 (100 XP)

**Death Burst.** When the efreetikin dies, it explodes in a burst of flame and cinder. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

**Bound by Fate.** When the efreetikin is within 10 feet of its sha'ir, the sha'ir has advantage on saving throws against fire damage.

**Innate Spellcasting (1/Day).** The efreetikin can innately cast *heat metal*, requiring no material components. Its innate spellcasting ability is Charisma.

## **Actions**

**Fire Strike.** *Melee Weapon Attack:* +3 to hit, reach 5ft., one creature. *Hit:* 3 (1d4 + 1) bludgeoning damage plus 2 (1d4) fire damage.

**Cinder Breath (Recharge 6).** The efreetikin exhales a 15-cone of ash and cinder. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.