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Ifrit

Creature 9 — elemental, fire, genie

The fierce and unforgiving ifrits hail from the Plane of Fire, where they build metropolises and trade centers that draw extraplanar travelers. Many ifrits are tyrannical or warmongering, and most use their might to accomplish their goals. Before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the six elemental planes of air, earth, fire, metal, water, and wood. The genies who remained on eac

Source: pathfinder-monster-core

Perception +17
Skills arcana +14, athletics +22, crafting +14, deception +19, diplomacy +17, intimidation +19, society +14
Str
+5
Dex
+3
Con
+4
Int
+1
Wis
+2
Cha
+4
AC 28 Fort +18 Ref +17 Will +20
HP 175
Immunities fire
Weaknesses cold 10, water 10
Speed 25 feet

Offense

Melee Scimitar +21, Damage 2d6+11 slashing plus 2d6 fire
Melee Fist +20, Damage 1d4+11 bludgeoning plus 2d6 fire

Abilities

Constant Spells — Constant Spells
Burning Grasp (fire) — When the ifrit Grabs or Restrains a creature, that creature takes 2d6 fire damage, and takes 2d6 fire damage at the end of each of its turns until freed.
Change Shape (arcane, concentrate, polymorph) — The ifrit transforms into a Small or Medium fire elemental or reptile, such as a snake. This doesn't affect their statistics but could change the damage type of their Strikes. Change Shape
Combat Grab
Wings of Flame (arcane, fire) — The ifrit grows flaming wings from their back. They gain a fly Speed of 35 feet for 1 minute. The flames also create an aura in a 5-foot emanation around the ifrit. Any creature that ends its turn in the aura takes 2d6 fire damage with a DC 25 Reflex save.

Spells

Interplanar Teleport (to Astral Plane, Elemental Planes, or the Universe only) (rank 7)
Truespeech (Constant) (rank 5)
Fireball (rank 3)
Invisibility (rank 2)
Detect Magic (rank 1)
Ignition (rank 1)

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