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    Ifrit

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

    Ifrit CR 1/2

    XP 200
    Ifrit sorcerer 1
    N Medium outsider (native)
    Init +3; Senses darkvision 60 ft.; Perception –2

    DEFENSE

    AC 13, touch 13, flat-footed 10 (+3 Dex)
    hp 8 (1d6+2)
    Fort +1, Ref +3, Will +0
    Resist fire 5

    OFFENSE

    Speed 30 ft.
    Melee scimitar +0 (1d8/18-20)

    Bloodline Spell-Like Abilities (CL 1st; concentration +4)

    6*/dayelemental ray (1d6 fire)

    Bloodline Elemental (fire)

    Ifrit Spell-Like Abilities (CL 1st; concentration +4)

    1/dayburning hands (DC 15)

    Sorcerer Spells Known (CL 1st; concentration +4)

    1st (4/day)mage armor, magic missile
    0th (at will)acid splash, detect magic, flare (DC 14), prestidigitation

    STATISTICS

    Str 10, Dex 16, Con 12, Int 13, Wis 6, Cha 17
    Base Atk +0; CMB +0; CMD 13
    Feats Eschew MaterialsB, Martial Weapon Proficiency (scimitar)
    Skills Bluff +7, Knowledge (arcana) +5, Spellcraft +5
    Languages Common, Gnome, Ignan
    SQ bloodline arcana, fire affinity

    SPECIAL ABILITIES

    Fire Affinity (Ex)

    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.

    Image used by permission of Purple Duck Games.

    * Editor's Note

    Elemental ray should be usable 7/day due to elemental affinity.

    GMs are encouraged to use these corrected values.