Ifrit
Creature 9 — elemental, fire, genie
CrasherSnareLANDAERIALelementalfiregenie
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; darkvision
Languages common, pyric; Truespeech
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
Items Scimitar, Breastplate
AC 28
Fort +18
Ref +17
Will +20
HP 175
Immunities fire
Weaknesses cold 10, water 10
Speed 25 feet
Offense
Melee Scimitar (fire, forceful, magical, reach-10, sweep) +21, Damage 2d6+11 slashing plus 2d6 fire
Melee Fist (agile, magical, reach-10, unarmed) +20, Damage 1d4+11 bludgeoning plus 2d6 fire
Abilities
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
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.
Any creature that ends its turn in the aura takes 2d6 fire damage with a DC 25 Reflex save.
Arcane Innate Spells DC 29, attack +19
7th Interplanar Teleport (to Astral Plane, Elemental Planes, or the Universe only)
5th Truespeech (Constant)
3rd Fireball
2nd Invisibility (×2)
Cantrips (7th) Detect Magic, Ignition
WORKS WELL WITH
SniperLAND / AERIALA ranged attacker keeps pressure on a target the ifrit has Grabbed and set alight, since it cannot flee without breaking free first.
WeaverLAND / AERIALA spellcaster partner adds save-based control while the ifrit's sweep and reach keep the front line occupied.
PUNISHES
✖ melee reliance✖ clumping✖ low Fortitude
Avoid pairing with another grab-based controller; only one creature can hold a given target at a time.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ifrit in the encounter builder — free, no install.
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