Bestiary 2 | Monsters | Ifrit

Ifrit

Level: sorcerer 1. Cr: 1/2. Xp: 200. Alignment: N. Size: Medium. Creature Type: Outsider. Creature Subtype: native.
Init: +3. Senses: darkvision 60 ft.; Perception -2. Ac: 13, touch 13, flat-footed 10 (+3 Dex).
Hp: 8 (1d6+2).
Fortitude: +1. Reflex: +3. Will: +0. Resist: fire 5.
Speed: 30 ft.. Melee: scimitar +0 (1d6/18-20). Strength: 10. Dexterity: 16, Con 12. Intelligence: 13. Wisdom: 6. Charisma: 17.
Base Attack: +0. Cmb: +0. Cmd: 13.
Feats: Eschew MaterialsB, Martial Weapon Proficiency (scimitar).
Skills: Bluff +7, Knowledge (arcana) +5, Spellcraft +5.
Languages: Common, Gnome, Ignan. Special Qualities: bloodline arcana, fire affinity.
Environment: any land. Organization: solitary, pair, or gang (3-5). Treasure: NPC gear (scimitar, other treasure).
bloodline spell-like abilities: (CL 1st; concentration +4)

6/day-elemental ray (1d6 fire)

sorcerer spells known: (CL 1st; concentration +4)

1st (4/day)-burning hands (DC 15), mage armor

0 (at will)-acid splash, detect magic, flare (DC 14), prestidigitation

Bloodline elemental (fire)

ifrit spell-like abilities: (CL 1st; concentration +4)

1/day-burning hands (DC 15)


Description: This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow.

Special Abilities

Fire Affinity

Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Ifrits are humans whose ancestry includes beings of elemental fire, such as efreet. Ifrits have pointed ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame.

All ifrits are at some level pyromaniacs. Adoring fire in all its forms, they tend to be passionate and quick to action, with a predilection for striking first in any conflict—a trait which keeps them alive but doesn't make them a lot of friends. Ifrits generally seek out the company of either less-powerful minions who can be browbeaten into following orders, or calm, cool individuals who can balance the ifrits out.

Ifrit

Ifrits are defined by class levels—they do not possess racial Hit Dice. Ifrits have the following racial traits.

+2 Dexterity, +2 Charisma, -2 Wisdom

Ifrits are passionate and quick, but also impetuous and destructive.

Darkvision

Ifrits can see in the dark up to 60 feet.

Spell-Like Ability

Burning hands 1/day (caster level equals the ifrit's total Hit Dice).

Energy Resistance

Ifrits have fire resistance 5.

Fire Affinity

See Ifrit/Special Abilities/Elemental Affinity

Languages

Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

See Also

Ifrit Monster Entry