TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Mythic Efreeti
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Mythic Efreeti
   
  The creature before you resembles a muscular man, 
  wearing an open vest and wide pantaloons of an eastern style 
  that leave his incredibly muscular chest bare. His inhuman 
  nature is betrayed, however, by the fact that he is eight feet 
  tall, and his skin is a bright crimson, which actually seems to 
  glow from within, as though a hidden flame burned within.
  MYTHIC EFREETI 
   
   
              CR 10/MR 4
  XP 9,600
  LE Large outsider (extraplanar, fire) 
  Init +11; Senses darkvison 60 ft., detect magic; Perception +15
  DEFENSE
  AC 27, touch 15, flat-footed 21 (+4 Dex, +2 dodge, +12 natural, 
  -1 size)
  hp 135 (10d10+80)
  Fort +7, Ref +11, Will +9
  DR 5/epic; Immune fire; Vulnerability cold
  OFFENSE
  Speed 20 ft., fly 40 ft. (perfect)
  Melee 2 slams +16 (1d8+7 plus 1d6 fire) or mwk falchion 
  +17/+12 (2d6+10/18-20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks change size, golden shackles, heat (1d6 fire), 
  mythic power (4/day, surge +1d8), mythic spell-like abilities, 
  smoke breath (30-ft. cone, DC 19)
  Spell-Like Abilities (CL 11th)
       Constant—detect magic
       At will—plane shift (willing targets to elemental planes, 
  Astral Plane, or Material Plane only), produce flame, 
  pyrotechnics (DC 14), scorching ray
       3/day—invisibility, quickened scorching ray, wall of fire 
  (DC 16)
       1/day—grant up to 3 wishes (to non-genies only), gaseous 
  form, permanent image (DC 18) 
  STATISTICS
  Str 25, Dex 19, Con 18, Int 12, Wis 14, Cha 15
  Base Atk +10; CMB +18; CMD 34
  Feats Combat Casting, Combat Reflexes, Deceitful, DodgeM, 
  Improved InitiativeB, M, Quicken Spell-Like Ability (scorching 
  ray)
  Skills Bluff +19, Craft (any one) +14, Disguise +10, Fly +14, 
  Intimidate +15, Perception +15, Sense Motive +15, Spellcraft 
  +14, Stealth +9
  Languages Auran, Aquan, Common, Ignan, Terran; 
  telepathy 100 ft.
  SQ change shape (humanoid or giant, alter self or giant form 
  I), smoke adapted
  ECOLOGY
  Environment any (Plane of Fire)
  Organization solitary, pair, company (3-6), or band (7-12)
  Treasure standard (mwk falchion, other gear)
  SPECIAL ABILITIES
   
  Change Size (Sp): Twice per day, a mythic 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 mythic efreeti. A DC 13 Fortitude save negates the effect. 
  The save DC is Charisma-based. This is the equivalent of a 
  2nd-level spell.
   
  If the mythic efreeti expends a daily use of mythic 
  power when it uses this ability, it can enhance this ability. If 
  used as enlarge person, the enhanced version of this ability 
  causes the affected creature to gain a +8 bonus to its Strength 
  score, instead of +2, and also grants the target a +4 bonus to 
  Constitution and a +2 natural armor bonus. If used as reduce 
  person, the target suffers a -4 penalty to Strength instead 
  of -2, and also suffers a -2 penalty to Constitution. In either 
  case, the ability works on creatures of any creature type, and 
  the saving throw DC to negate the effect is increased to 17. 
  This is the equivalent of a 2nd-level mythic spell.
   
  Golden Shackles (Su): With little more than a word 
  and a gesture, a mythic efreeti can claim a humanoid creature 
  as his slave, causing magical golden shackles to appear on the 
  target’s wrists and ankles. These shackles are not bound with 
  chains, but rather with magic, and have several debilitating 
  effects. Using this ability is a standard action that requires 
  the mythic efreeti to expend one use of mythic power, and 
  the target must be a humanoid creature within 60 feet. The 
  target may make a Will save (DC 17) to negate the effect. If 
  the target fails his save, golden shackles magically appear on 
  his wrists and ankles. These impose a -2 penalty to attack and 
  damage rolls made against the mythic efreeti who placed the 
  shackles. Further, the target suffers a -2 penalty on saving 
  throws made to resist the abilities of that mythic efreeti. 
  Finally, the mythic efreeti can expend a use of mythic power 
  at any time to cast suggestion as a spell-like ability, with the 
  affected creature as the target. The target may make a Will 
  save to resist this effect (DC 17), but if he is non-mythic, he 
  must roll twice and take the worse result.
   
  A mythic efreeti can maintain a number of sets of 
  golden shackles at any given time equal to twice his mythic 
  tier. He can release a character from his shackles at any 
  time as a move action. Otherwise, the shackles can only be 
  removed by a mythic remove curse spell, or more powerful 
  magic.
   
  Heat (Ex): A mythic efreeti’s body deals 1d6 points 
  of fire damage whenever it hits with a natural attack, or in 
  each round it grapples. As a free action, a mythic efreeti can 
  expend one use of mythic power in order to increase its body 
  heat temporarily. This increases the amount of fire damage it 
  deals whenever it hits with a natural attack, or in each round 
  that it grapples, to 3d6. Additionally, any creature that enters 
  or begins its turn within 20 feet of the mythic efreeti takes 
  1d6 points of fire damage. These benefits last for 4 rounds.
   
  Mythic Spell-Like Abilities: Whenever a mythic 
  efreeti uses one of his spell-like abilities, he can expend a use 
  of mythic power in order to cast the mythic version of that 
  spell.
   
  Smoke Adapted (Su): A mythic efreeti can see 
  through smoke and similar effects without difficulty, and can 
  breathe smoke without difficulty.
  
  3
   
  Smoke Breath (Su): As a standard action, by 
  expending a use of mythic power, a mythic efreeti can 
  spit forth a cloud of roiling black smoke. This takes the 
  form of a 30-foot cone. All sight within the affected area is 
  blocked (except by creatures that can see through smoke). 
  Additionally, creatures that enter or begin their turn in the 
  affected area must succeed on a Fortitude save (DC 19) or 
  be staggered for 1 round and suffer 1d6 points of nonlethal 
  damage. The smoke persists for 1d4 rounds. Creatures that do 
  not breathe, or who can breathe smoke, are immune to this 
  aspect of this ability.
   
  Ecology
   
  Efreet of all sorts are well-known in certain circles 
  for their magical power, and are fabled in myth and folklore 
  for their ability to grant wishes to those mortals who are able 
  to entrap or trick them into doing so. Those few adventurers 
  who have had the opportunity to travel to the Plane of Fire, 
  the home of the efreet, have a much greater respect for 
  these powerful genies, especially those who have visited 
  the mythical City of Brass, which is the height of efreeti 
  civilization. Those who have encountered these creatures 
  know that they are cruel, arrogant, and cunning creatures, 
  with little to no regard for those they consider their lesser 
  (which typically includes all non-efreet, as well as just 
  about any efreeti who doesn’t explicitly outrank them). And 
  as terrifying as an “everyday” efreeti is, there are far more 
  formidable and terrifying efreet that very few mortals are ever 
  unlucky enough to meet.
   
  Much has been said of the maliks, the efreeti noble 
  caste, which are generally more accomplished combatants, 
  and also have access to a greater variety of magical power, in 
  addition to the intense political power that they wield. While 
  it is difficult for the average efreeti to rise through society and 
  become a malik, another way by which some select few efreet 
  gain power, albeit unintentionally, is through their dealings 
  with mortals. Efreet almost universally hate being summoned 
  by “lesser” creatures on the Material Plane, for whom they are 
  often forced to grant wishes, something that they consider to 
  be far beneath their dignity. Despite this, if a certain efreeti is 
  summoned enough times, and, through being forced to grant 
  wishes, is made to alter the fabric of the multiverse enough 
  times, legends and tales about him begin to spread, and he 
  slowly becomes filled with mythic power, transforming him 
  into a mythic efreeti.
    
  Mythic efreet generally do not fit in well in 
  efreeti society, in part because of their extensive dealings 
  (intentional or not) with creatures from the Material Plane, 
  and in part because they are seen as a threat by the malik 
  efreet, who do not want their political positions challenged 
  by such “upstarts.” Perhaps drawn to seek out more of the 
  mysterious force that transformed them, many mythic efreet 
  strike out on their own, and typically travel the multiverse 
  (but especially the Material Plane). Many of them eventually 
  settle down to create a fiefdom for themselves, while others 
  pursue various agendas, such as accumulating more magical 
  power, investigating ancient legends, or enacting vengeance 
  on the mortals that summoned them (or, frequently, their 
  descendants).
  Summoning Rituals
   
  While most genies can be summoned with a 
  simple planar binding spell, mythic genies are exceptional 
  and require an alternative means of summoning. That 
  said, in some ways summoning a mythic genie is far easier 
  than casting planar binding, in that it doesn’t require any 
  special skills or talent in magic, merely a desire to summon 
  the creature and the ability to acquire certain objects 
  and perform a special ritual. The ritual of summoning a 
  mythic genie is always complex, obscure, and unique to 
  the type of genie being summoned; for instance, the ritual 
  for summoning a mythic efreeti won’t allow a prospective 
  summoner to summon a mythic marid. 
   
  In addition to being divorced from actual 
  spellcasting, summoning a mythic genie in this fashion is 
  incredibly dangerous and may offer the summoner little in 
  the way of protection against the creature he summoned. 
  Of course, certain measures can be taken to help ensure the 
  safety of the summoner, such as a magic circle against evil 
  spell, or even thick walls or iron bars between the summoner 
  and the summoned creature. 
   
  Performing a ritual of this type requires great skill 
  to do correctly, and the results can be disastrous for those 
  who are unprepared. In order to perform a ritual, it must first 
  be researched; this requires a successful Knowledge check. 
  The exact type of skill check and the DC associated with 
  that check are described in the ritual. Attempting to learn 
  a ritual in this fashion can be attempted once, and if the 
  check is a failure, the check cannot be attempted again until 
  the character gains an additional rank in the appropriate 
  Knowledge skill. 
   
  Once the ritual is learned, the would-be summoner 
  must perform certain steps and acquire certain items in 
  order to perform the ritual, culminating in one or more skill 
  checks in order to determine if the creature is summoned. If 
  it is, then the summoner must make one or more additional 
  skill checks, as outlined in the ritual’s description, in order 
  to safely bind the summoned creature and prevent it from 
  escaping or attacking him. Success or failure on this check 
  can have additional consequences, outlined in the ritual’s 
  description. Finally, if the summoner successfully binds the 
  summoned creature, he can attempt one or more additional 
  skill checks in order to gain command over the summoned 
  creature. The exact nature of this control varies from one 
  ritual to another.
   
  Many mythic genies have more than one ritual which 
  can be used to summon them. The rituals provided below are 
  just two examples of rituals to summon efreet.
  Reading a Ritual
   
  These rituals are all formatted the same way, as 
  described below.
  Ritual Name: This is the name of the ritual. The same ritual 
  is often called by different names, and these names can 
  change when being used in the game.
  
  4
  Research: This lists the appropriate skill or skills required to 
  learn the ritual, and the DCs that must be achieved in order 
  to do so.
  Material Components: If a ritual requires components 
  that are costly or difficult to acquire, they will be listed here. 
  Components not listed here are assumed to be acquirable 
  with one hour of shopping in any settlement with a gp limit 
  of 100 gp or more, and cost a total of 25 gp.
  Description: A brief, flavorful description of how to perform 
  the ritual.
  Time: The amount of time required to perform the ritual.
  Summoning: This lists the required skill check and the DC 
  to successfully summon the creature. It also lists the type 
  of creature that is summoned by the ritual, as well as any 
  consequences of failing to summon the creature.
  Binding: This lists the required skill check and DC to gain 
  some measure of control over the summoned creature, 
  and prevent it from escaping or attacking the summoner 
  immediately. This section will contain any special 
  information about how the summoned creature acts if the 
  binding fails, and what the summoner can do if it succeeds.
  Command: This lists the required skill check and DC for 
  the summoner to gain greater control over the summoned 
  creature. The exact nature of this control, as well as how long 
  it lasts, is described here.
  Rituals for Summoning a Mythic Efreeti
  Flame Warrior’s Calling
  Research: The summoner must succeed on a Knowledge 
  (planes) check (DC 25) to learn this ritual. Doing so generally 
  requires at least one week of research.
  Material Components: A fist-sized ruby worth at least 1,500 
  gp, a pint of horse blood, and a single orchid flower with 
  exactly 15 petals.
  Description: The summoner must hold the ruby in one 
  hand, placing the orchid flower atop it. He must then pour 
  the horse blood over both the flower and the ruby, allowing 
  it to cover his entire hand, as well. As he does so, he must 
  incant a special rite of calling. If the rite is performed 
  correctly, the blood will burst into flames in his hand, but the 
  summoner’s hand and the orchid flower will be unaffected, 
  with only the ruby and the blood burning. The mythic efreeti 
  will appear before the summoner, and may potentially be 
  commanded. Each round that the efreeti is summoned, a 
  single petal will wither and fall from the orchid, and when 
  the last petal falls, the efreeti will vanish, as will the burning 
  ruby.
  Time: This ritual requires one round to perform.
  Summoning: The summoner must succeed on a Knowledge 
  (planes) check (DC 20). Failure on this check causes the 
  ritual to fail. Failure by 5 or more causes the flames to 
  still appear, but they burn the summoner and the orchid, 
  instead of the ruby, dealing 3d6 points of fire damage to the 
  summoner. Failing to perform the ritual never consumes or 
  destroys the ruby component. Mythic efreet summoned by 
  this ritual are unable to use their wish spell-like ability for as 
  long as they remain summoned.
  Binding: This ritual automatically prevents the summoned 
  efreeti from harming him, and the summoner need not 
  make any check to do so. This does not, however, prevent 
  the summoned efreeti from harming other nearby creatures, 
  including the summoner’s allies. Any hostile actions taken 
  against the mythic efreeti by any creature ends the binding 
  effect.
  Command: The summoner can attempt a Diplomacy or 
  Knowledge (planes) check (DC 20) in order to gain some 
  control over the mythic efreeti. If the check is successful, 
  the summoner can command the mythic efreeti to fight on 
  his behalf, as though he had been summoned by the spell 
  summon monster I. Otherwise, the mythic efreeti can act as it 
  pleases. Most mythic efreet that are summoned this way and 
  not successfully commanded simply declare that they will 
  not serve and then passively watch the ensuing combat. Most 
  can still be persuaded to fight on the summoner’s behalf if 
  they are offered a suitable sum of gold (1,000 gp will typically 
  suffice). A handful will actively work against the summoner 
  by attacking his allies or using his abilities (especially the 
  change size ability) to aid the summoner’s enemies.
  Invocation of the Chained Sultan
  Research: The summoner must succeed on a Knowledge 
  (planes) check (DC 30) to learn this ritual. Doing so generally 
  requires at least two weeks of research.
  Material Components: An iron bottle, into which has been 
  engraved the names of 999 kings, princes, emperors, sultans, 
  and so on; three sets of chains made of brass, exactly 5 feet 
  long, which have been carved to resemble a fanged snake 
  
  5
  on one end; a golden brazier; the bones and blood of a ram; 
  special oils and incense worth 1,500 gp.
  Description: In order to perform the invocation of the 
  chained sultan, the summoner must first draw a circle on 
  the floor with the special ritual oil. Then, he must fasten 
  the three chains to the lips of the brazier, and place the iron 
  bottle in the center of the brazier, after removing the bottle’s 
  lid and keeping it on his person. Finally, he must place the 
  bones and blood of the ram into the brazier and burn them as 
  a ritual sacrifice while repeating a simple invocation in Ignan 
  commanding an efreeti to appear before him. If the ritual is 
  performed correctly, the flames within the brazier will turn a 
  brilliant golden color, and will magically spread to the circle 
  of oil, which will create a waist-high wall of fire that will burn 
  without heat for the ritual’s duration. The efreeti will then 
  appear in the air above the brazier, but its lower body will be 
  a swirling column of smoke. The golden chains will then rise 
  like animated serpents and bite into the efreeti’s wrists and 
  neck, binding it in place over the brazier, while the end of 
  the efreeti’s smoke column becomes sucked into the bottle, 
  holding it in place.
  Time: Performing this ritual requires six hours to perform.
  Summoning: The summoner must succeed on both a 
  Knowledge (planes) check (DC 25) and either a Bluff or 
  Intimidate check (DC 25). Failure on either check causes 
  the ritual to fail completely. Failing both checks by 5 or 
  more allows the mythic efreeti to attempt to bring the 
  summoner to him instead, as though with a planeshift spell. 
  The summoner is entitled to a Will save to resist this effect. 
  Success on both checks indicates that a single mythic efreeti 
  is summoned. Mythic efreet summoned by this ritual always 
  have at least one daily use of their wish spell-like ability 
  remaining.
  Binding: The summoner must succeed on a Knowledge 
  (planes) check (DC 30) to prevent the mythic efreeti 
  from harming him. Failure on this check means that the 
  mythic efreeti immediately attempts to slay or enslave the 
  summoner, after which he will typically return whence he 
  came. If the summoner succeeds on the check, however, the 
  mythic efreeti is unable to move or attack, although he can 
  converse with nearby creatures. The mythic efreeti cannot 
  use any of his spell-like abilities while bound in this way, 
  except with the express permission of the summoner, and 
  then only in ways that the summoner specifies (the mythic 
  efreeti is required to fulfill the letter of such specifications, if 
  he chooses to use a spell-like ability in this way, but not the 
  spirit). Any hostile actions taken against the mythic efreeti 
  by any creature ends the binding effect, as does any creature 
  entering the circle.
  Command: If the mythic efreeti is successfully bound, 
  the summoner can attempt an Intimidate or Knowledge 
  (nobility) check (DC 25) in order to gain some control over 
  the mythic efreeti. If the check is successful, the summoner 
  can command the mythic efreeti to use one of its wish spell-
  like abilities to fulfill a wish that the summoner states. For 
  every 10 points by which the result exceeds the DC, he can 
  force the mythic efreeti to use one additional wish spell-like 
  ability in this way. The mythic efreeti is required to fulfill the 
  letter of the wish, but not its spirit, and any ill-worded wish is 
  sure to backfire on the summoner.
  
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  with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben 
  Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
  Mythic Mastery: The Mythic Glabrezu Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume I Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Heritages: Demonic Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Archery Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Succubus Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume II Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Balor Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of the Orient Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume III Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Draconic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Curses Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Creatures of the Nile Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IV Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Dretches and Quasits Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Pharaonic Heritage Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume V Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps 2 Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of the Nile Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Efreeti Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Lords of Fire and Magic!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - Mythic Efreeti.pdf