b'Efreeti Alchemist \n'b'  Family:   Genies  \n'b'  Large   elemental ,  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  184 (16d10 + 96)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX:  12 (+1)  CON:  22 (+6)  INT:  20 (+5)  WIS:  15 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Intelligence  +10,  Wisdom  +7,  Charisma  +8  Skills   Arcana  +10  Damage Resistances  poison  Damage Immunities  fire  Senses  darkvision 120 ft., passive  Perception  12  Languages  Ignan, telepathy 120 ft.  Challenge  13 (10,000 XP) \n'b' Special Traits \n'b'   Alchemical Bandolier . The efreeti may locate and extract one alchemical substance from its well-organized bandolier of bottles and vials as a free action on each of its turns. \n'b'  Alchemical Substances . The efreeti may imbibe or throw an alchemical substance to create a spell-like effect as a  Use an Object  action. For this purpose, the efreeti is a 10th level spellcaster. The efreeti\xe2\x80\x99s spellcasting ability is  Intelligence  (spell save DC 18). Spell-like effects created by alchemical substances do not require concentration, even if their corresponding spell does, and instead last for the maximum possible duration. These substances are completely inert in the hands of anyone but the efreeti. The efreeti has the following substances prepared: \n'b'   2/day each : spell potion of  false life  (as a fourth level spell slot), potion of  fire giant  strength, potion of greater  healing ,  potion of growth ,  potion of invisibility ,  potion of speed  \n'b'  1/day each : dragon breath bomb (all targets in a 30-foot cone must make a DC 18  Dexterity  check, taking 6d6 fire damage on a failed save, or half as much damage on a successful one), fire bomb (as  fireball  spell with an 80-foot range), glue bomb (fills a 10-foot radius within 80 feet with powerful adhesive for 1 minute, so that a creature in that area must succeed on a DC 18  Dexterity  saving throw or be  restrained  \xe2\x80\x93 at the beginning of each of the creature\xe2\x80\x99s turns, it may attempt a DC 18  Strength  saving throw, escaping the area and ceasing to be  restrained  on a success), spell potion of  fire shield , spell potion of  greater invisibility , potion of  magic weapon  (as  magic weapon  spell), spell potion of  regenerate , potion of superior  healing  \n'b'   Elemental Demise . If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. \n'b'  Innate Spellcasting . The efreeti\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, with no need for material components: \n'b'   At will :  detect magic  \n'b'  3/day each :  enlarge/reduce ,  tongues  \n'b'  1/day each :  conjure elemental  (fire elemental only),  gaseous form ,  invisibility ,  major image ,  plane shift ,  wall of fire  \n'b'   Actions \n'b'   Multiattack . The efreeti makes two Scimitar attacks or uses its Hurl Flame twice. \n'b'  Scimitar .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) fire damage. \n'b'  Hurl Flame .  Ranged Spell Attack : +10 to hit, range 120 ft., one target.  Hit : 17 (5d6) fire damage. \n'b'  Bonus Actions \n'b'   Two-fisted Drinking  (recharge 5-6). If the efreeti has spent an action to use an Alchemical Substance, it may use another Alchemical Substance.'