Bestiary · Elemental

PR 15

Elder Ifrit

An elder ifrit has burned down to a core of white fire inside a shell of char, and the ground under it runs as slag. An elder ifrit no longer bargains. Elders hold courts on the Plane of Ignis, which younger ifrit attend out of fear.

Elder Ifrit, drawn at Huge scale
Physiology
Elemental
Size
Huge
Speed
40 ft., fly 60 ft. (hover)
Armor class
21 (shell of char and heat shear)
Hit points
270 (20d12 + 140)
Proficiency
+5
  • STR 25 +7 save +7
  • DEX 15 +2 save +2
  • CON 24 +7 save +12
  • INT 19 +4 save +9
  • WIS 18 +4 save +9
  • CHA 22 +6 save +11
Skills
Arcana +9 , Deception +11 , Intimidation +11 , Perception +9
Passive Perception
19
Senses
darkvision 120 ft., truesight 60 ft.
Languages
Common, Primordial, Netherspeech
Damage resistances
bludgeoning, piercing, slashing
Damage immunities
fire, poison
Condition immunities
exhausted , frightened , paralyzed , poisoned
Found in
Subterranean , Plane of Ignis , Settlement , Magmatic

Traits

  • Slag Field

    The ground within 20 feet of it is molten and is difficult terrain. A creature that starts its turn in that area takes 10 fire damage.

  • Elemental Body

    It needs no food, drink, air or sleep, and it cannot be moved against its will by any effect of 5th level or lower.

  • Binding Resistance

    It has advantage on saving throws against spells and other magical effects, and a creature that tries to bind it takes 6d6 fire damage.

Actions

  • Multiattack

    It makes two burning scimitar attacks and uses Conflagration if it is available.

  • Burning Scimitar

    +12 to hit · reach 10 ft.

    4d6 + 7 fire damage

    A slash from a scimitar of white fire.

  • Conflagration

    DC 19 Dexterity save

    Fire goes up in a 40-foot radius around it. Every creature in the area makes a Dexterity saving throw, taking 12d8 fire damage on a failure and half as much on a success. Flammable objects not worn or carried catch fire. Recharges after it rolls a 5 or 6 on a d6 at the start of its turn.

  • Terms Bonus action

    DC 19 Charisma save

    One creature it can see within 60 feet makes a Charisma saving throw. On a failure it takes 4d10 psychic damage and is Charmed by the elder ifrit until the end of its next turn.

  • Burning Retort Reaction

    DC 19 Dexterity save

    When it takes damage from a creature within 60 feet, that creature makes a Dexterity saving throw, taking 4d8 fire damage on a failure and half as much on a success.