Revisiting...
Sample False Keraptis
Killjoy, False Keraptis Efreeti
Large Outsider (Extraplanar, Fire)
Hit Dice: 10d8+20 (65 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +10/+20
Attack: Slam +15 melee (1d8+6 plus 1d6 fire)
Full Attack: 2 slams +15 melee (1d8+6 plus 1d6 fire)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Change size, heat, hierarchical mind, partial imprint, spell-like abilities
Special Qualities: Changes shape, darkvision 60 ft., immunity to fire, plane shift, spell resistance 20, telepathy 100 ft., vulnerability to cold
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 19
Skills: Bluff +17, Craft (any one) +14, Concentration +15, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +19, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Quicken Spell-Like Ability (scorching ray)
Environment: Elemental Plane of Fire
Organization: Solitary or hierarchical mind (Killjoy plus 3-40 subsumed minds)
Challenge Rating: 11
Treasure: Standard coins; double goods; standard items
Alignment: Lawful evil
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: -
Change Shape (Su): An efreeti can assume the form of any Small, Medium, or Large humanoid or giant.
Change Size (Sp): Twice per day, an efreeti can magically change a creature’s size. This works just like a enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 19 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
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).
Spell-Like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, magic missile, wall of fire (DC 18); 1/day—acid arrow, black tentacles, circle of death, cloudkill, cone of cold, dimension door, fireball, grant up to three wishes (to nongenies only), gaseous form, knock, lightning bolt, mirror image, permanent image (DC 20), sleep, slow, stoneskin, wall of force, wind wall, true seeing. Caster level 12th. The save DCs are Charisma-based.
We'll need to select three cantrips for the list from arcane mark, mage hand, read magic, and touch of fatigue.