Ifrit ShuyookhCreature 14
Source Pathfinder Rage of Elements
Perception +25 (darkvision)
Languages Common, Pyric, Truespeech
Skills Arcana +25, Athletics +28, Crafting +23, Deception +25, Diplomacy +24, Intimidation +26, Society +23
Str +8, Dex +4, Con +5, Int +3, Wis +3, Cha +5
AC 36; Fort +26; Reflex +23; Will +27;
HP 300
Speed 25 feet (fly 35 feet)
Immunities fire
Weaknesses Cold 15, Water 15
Scimitar
+31 (+26, +21) to hit (fire, forceful, magical, reach 10, sweep) 2d6+16 Slashing + 4d6 FireFist
+29 (+25, +21) to hit (agile, magical, reach 10, unarmed) 1d4+16 Bludgeoning + 4d6 FireConstant 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.
Exploit Regret
(arcane, auditory, fortune, linguistic)Trigger A creature fails an attack against the shuyookh
Effect The shuyookh asks the triggering creature if it wishes it had hit. If the creature indicates yes, the shuyookh takes damage as if the attack had hit and the expression of regret makes the shuyookh Quickened for 1d4 rounds; they can use their extra action to Fly, Stride, or Strike.
Heat of Blazing Wings (arcane, aura, fire)5 feet. 4d6 fire damage (DC 31 reflex)
Burning Grasp (fire)When the ifrit Grabs or restrains a creature, that creature takes 4d6 fire damage, and takes 4d6 fire damage at the end of each of its turns until freed.
Change Shape
(arcane, concentrate, polymorph)The shuyookh transforms into a Small or Medium fire elemental or reptile, such as a snake. This doesn't affect the shuyookh's statistics, but it 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
Requirements The ifrit shuyookh has a hand free
Effect The shuyookh makes a melee Strike. If the Strike hits, the target is Grabbed in the shuyookh's free hand.
Pedantic Wish (downtime)Frequency three times per year
Effect The shuyookh conducts a wish ritual for the benefit of a mortal, requiring no cost or secondary casters. The shuyookh's result is a success if they succeed at a DC 5 flat or a failure if not. The shuyookh subverts the wish-maker's true intentions, twisting the phrasing to maximize suffering.
Arcane Innate Spells (DC 35, +27 to hit)
Cantrips (7th Level): Detect Magic, Ignition, Illuminate
2nd Level: Invisibility
3rd Level: Fireball (At Will)
5th Level: Fire's Pathway, Truespeech (Constant)
7th Level: Interplanar Teleport (At Will; To Astral Plane, Elemental Planes, or the Universe Only), Volcanic Eruption
The leaders and luminaries of ifrits come from the wise but cruel shuyookhs. These spiteful manipulators lord their might over other genies and twist mortal greed into grief. Ifrit shuyookhs guide the Dominion of Flame with their vicious whims and unwavering belief in ifrit supremacy.
Hot Gossip
Scion of the noble but disgraced Mishalq family, the ifrit information broker Qalkami Mishalq emerged from exile and returned to the Dominion of Flame following the death of Sultan Suleiman XXII. Qalkami used contacts in the Pathfinder Society to eliminate her rivals in the Cinderfury family and step into a power vacuum of her own creation, expanding her control and influence among the great nobility of Medina Mudii'a.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
FireEffects 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.
GenieThe diverse families of genies hold positions of prominence on the elemental planes. They have powerful magical abilities.