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Ifrit

CR 1/2 Outsider N Medium
This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow.

Ifrits are humans whose ancestry includes beings of elemental fire, such as efreet. Ifrits have pointed ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame.

All ifrits are at some level pyromaniacs. Adoring fire in all its forms, they tend to be passionate and quick to action, with a predilection for striking first in any conflict—a trait which keeps them alive but doesn't make them a lot of friends. Ifrits generally seek out the company of either less-powerful minions who can be browbeaten into following orders, or calm, cool individuals who can balance the ifrits out.

Ifrits are defined by class levels—they do not possess racial Hit Dice. Ifrits have the following racial traits.

STR
10
DEX
16, Con 12
CON
INT
13
WIS
6
CHA
17
HP
8 (1d6+2)
AC
13, touch 13, flat-footed 10 (+3 Dex)
Speed
30 ft.
Init
+3
Melee
scimitar +0 (1d6/18-20)
BAB
+0
CMB
+0
CMD
13
Fort
+1
Ref
+3
Will
+0

bloodline arcana

Fire Affinity — 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.

Bluff +7, Knowledge (arcana) +5, Spellcraft +5

bloodline spell-like abilities:
(CL 1st; concentration +4)

6/day-elemental ray (1d6 fire)

sorcerer spells known:
1st (4/day)—Burning Hands, At will—Acid Splash, At will—Detect Magic, At will—Flare, At will—Prestidigitation
ifrit spell-like abilities:
1/day—Burning Hands
Details
Type
Outsider
Alignment
N
Size
Medium
Environment
any land
Organization
solitary, pair, or gang (3-5)
Treasure
NPC gear (scimitar, other treasure)
Senses
darkvision 60 ft.; Perception -2
Languages
Common, Gnome, Ignan
Source
Bestiary 2
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