Efreet were humanoid in appearance. They were very tall, generally reaching heights of 12 feet (3.7 meters), and massive and solid, weighing 2,000 pounds (910 kilograms). They were well-muscled, and had red or black skin that was always burning. For this reason, many resembled devils and were often mistaken for them. Their bodies were supposedly composed of basalt, bronze, and solidified fire.
Efreeti magic was comparable to that of other powerful creatures, such as demons and liches, and was quite versatile. One area in which it is preeminent was in magical weaponsmithing. Efreet were particularly renowned for their ability to create flaming weapons.
Efreet were cruel and self-serving. They all considered themselves to be of noble character and assumed grand titles to make themselves seem impressive.
As water was to most life forms, heat was to efreet. Heat and flame sustained their bodies. For this reason, they tended to reside near fumaroles, volcanoes, and other large natural heat sources.
Fire elementals avoided the efreet if they could, fearing their oppression and opportunism. Djinn hated them, and there were numerous battles between the two genie races. Dao were tolerated by the efreet, whom they traded worked materials with in exchange for raw metals. Most other races were treated by the efreet as either servants or slaves.
Two related concepts, however, were foremost in the mind of an efreeti: honor and acquisition.
Efreeti names were also part of this concept. They were exceedingly long and contained history and respectful details of lineage. When interacting with lesser creatures, they would normally take on a simpler name.
It should also be noted that mages occasionally attempted to enslave efreet in order to harness their considerable power. Such binding, while of a very different nature than that involved in the binding of demons, was equally difficult, and just as likely to result in the wrath of the bound creature, should the attempt end in its escape.
- Curse of the Azure Bonds • The Runes of Chaos• The Return of Randal Morn
- Dungeon #57, "The Rose of Jumlat" • Dungeon #174, "Test of Fire"
- Video Games
- Pool of Radiance • Curse of the Azure Bonds • Gateway to the Savage Frontier • Treasures of the Savage Frontier • Al-Qadim: The Genie's Curse • Baldur's Gate II: Shadows of Amn • Baldur's Gate II: Throne of Bhaal • Icewind Dale II • Icewind Dale: Enhanced Edition
- Card Games
- Dragonfire, "Corruption in Calimshan"
- Board Games
- Dungeons & Dragons Adventure Begins
- Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), pp. 142, 145. ISBN 978-0786965614.
- Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), pp. 98–100. ISBN 978-0-7869-4852-9.
- Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 115. ISBN 0-7869-2893-X.
- Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), pp. 127–128. ISBN 1-5607-6619-0.
- Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 37. ISBN 0-9356-9600-8.
- Jeff Grubb (August 1992). Land of Fate (Monster Sheets). (TSR, Inc). ISBN 978-1560763291.
- Jeff Grubb (August 1992). Land of Fate (Adventurer's Guide to Zakhara). (TSR, Inc), p. 124. ISBN 978-1560763291.
- Wolfgang Baur (November 1993). Secrets of the Lamp. Genie Lore. (TSR, Inc.), p. 39. ISBN 978-1560766476.
- Dale "slade" Henson (April 1991). Realmspace. Edited by Gary L. Thomas, Karen S. Boomgarden. (TSR, Inc), p. 5. ISBN 1-56076-052-4.
Administrators • Architects • Artists • Deceivers • Guardians • Harim servants • Herdsmen • Messengers • Miners • Oathbinders • Slayers • Warmongers • Winemakers
Daolani • Djinnlings • Efreetikin • Lightning gen • Maridans
Great ghuls • Ghul-kin • Markeen