Ifrit
Creature 9- 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
- Items
- scimitar, breastplate
Constant Spells
- AC
- 28; Fort +18, Ref +17, Will +20
- HP
- 175; Immunities fire; Weaknesses cold 10, water 10
- Speed
- 25 feet
Melee ◆ scimitar +21 (fire, forceful, magical, reach 10 feet, sweep), Damage 2d6+11 slashing plus 2d6 fire
Melee ◆ fist +20 (agile, magical, reach 10 feet, unarmed), Damage 1d4+11 bludgeoning plus 2d6 fire
Arcane Innate Spells DC 29, attack +19; 7th interplanar teleport (to astral plane, elemental planes, or the universe only); 4th fireball, invisibility; Cantrips (1st) detect magic, ignition; Constant (5th) truespeech
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 ◆ (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.
Combat Grab ◆ 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 ◆ (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.
Source: Pathfinder Monster Core