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IfritCreature 9


LargeElementalFireGenie
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

AC 28; Fort +18; Reflex +17; Will +20;
HP 175
Speed 25 feet
Immunities fire
Weaknesses Cold 10, Water 10

Scimitar One Action +21 (+16, +11) to hit (fire, forceful, magical, reach 10, sweep) 2d6 Fire + 2d6+11 Slashing
Fist One Action +20 (+16, +12) to hit (agile, magical, reach 10, unarmed) 2d6 Fire + 1d4+11 Bludgeoning

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 One Action (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.

Combat Grab One Action

Requirements The ifrit has a hand free


Effect The ifrit makes a melee Strike. If the Strike hits, the target is Grabbed in the ifrit's free hand.

Wings of Flame One Action (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.


Arcane Innate Spells (DC 29, +19 to hit)

Cantrips (5th Level): Detect Magic, Ignition
2nd Level: Invisibility
3rd Level: Fireball
5th Level: Truespeech (Constant)
7th Level: Interplanar Teleport (to Astral Plane, Elemental Planes, or the Universe only)


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 each elemental plane found their matter replaced with those elements. Genies of metal and wood appear in Pathfinder Rage of Elements.

Genie Shuyookhs

Older, wiser, and more powerful genies possess greater power and are revered with the title of shuyookh (typically adjusted to "sheikha" if the genie is female or "sheikh" for a male). Generally at least 5 levels higher than a typical example of their kind, a shuyookh gains additional spells. The basics of shuyookhs appear here in sidebars and are detailed further in Rage of Elements.

The most wondrous of their powers is their ability to grant wishes three times per year. This is not an innate ability but a ritual practice passed down over time in an attempt to replicate the wish-granting abilities of janns.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Genie

The diverse families of genies hold positions of prominence on the elemental planes. They have powerful magical abilities.