To summarize...
Pasha of the Efreet
Large Outsider (Extraplanar, Fire)
Hit Dice: 30d8+240 (375 hp)
Initiative: +9
Speed: 60 ft. (12 squares), fly 60 ft. (perfect)
Armor Class: x (–1 size, +9 Dex, +x natural), touch x, flat-footed x
Base Attack/Grapple: +30/+47
Attack: Slam +42 melee (x+13 plus xd6 fire)
Full Attack: 2 slams +42 melee (x+6 plus xd6 fire)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Change size, heat, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold
Saves: Fort +25, Ref +26, Will +24
Abilities: Str 36, Dex 29, Con 26, Int 22, Wis 25, Cha 25
Skills: 462 (efreet have Bluff, Craft [any one], Concentration , Intimidate, Listen, Move Silently, Sense Motive, Spellcraft, Spot)
Feats: 11, including Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Quicken Spell-Like Ability (scorching ray)
Environment: Elemental Plane of Fire
Organization: x
Challenge Rating: 21-22
Treasure: x
Alignment: Always lawful evil
Advancement: x
Level Adjustment: --
A Pasha of the Efreet stands about 12 feet tall and weighs about 2,000 pounds.
Efreet speak Auran, Common, Ignan, and Infernal.
Combat
Change Size (Sp): X/times per day, a pasha can magically change a creature’s size. This works just like a enlarge person or reduce person spell (the pasha chooses when using the ability), except that the ability can work on the pasha and other efreeti. A DC X Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Heat (Ex): A pasha’s red-hot body deals 1d6 (more?) points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
Spell-Like Abilities: At will—detect magic, fireball (DC X), flame strike (DC X), gaseous form, invisibility, permanent image (DC X), polymorph (self only) produce flame, pyrotechnics (DC X), scorching ray (X rays), wall of fire (DC X); 1/day(?)—grant up to three wishes (to nongenies only). Caster level 15th(?). The save DCs are Charisma-based.
Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).