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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.