Ifrit

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.

The Ifrit is a Level 9 creature, with Armor Class 28 and 175 hit points. This proud elemental warrior is a master of martial combat and arcane fire.

Ifrit, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

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 (1 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 (1 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 (1 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 basic Reflex save.

Common Questions

How much HP does an Ifrit have?

175 hit points.

What level is an Ifrit?

Level 9.

What is an Ifrit's Armor Class?

AC 28.

How fast can an Ifrit move?

Speed 25 ft.

Use Ifrit at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Ifrit into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core © 2024 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

Pathfinder is a trademark of Paizo Inc. ZapGM is not affiliated with Paizo.

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