Ifrit
An ifrit is a Large fire elemental from the Plane of Ignis. It treats most arrangements as insults, bargains loudly, and follows through on every threat it makes.
- Physiology
- Elemental
- Size
- Large
- Speed
- 40 ft., fly 60 ft. (hover)
- Armor class
- 17 (heat shimmer)
- Hit points
- 168 (16d10 + 80)
- Proficiency
- +4
- STR 22 +6 save +6
- DEX 12 +1 save +1
- CON 20 +5 save +5
- INT 16 +3 save +7
- WIS 15 +2 save +6
- CHA 18 +4 save +8
- Skills
- Intimidation +8 , Deception +8 , Perception +6
- Passive Perception
- 16
- Senses
- darkvision 120 ft.
- Languages
- Common, Primordial
- Damage immunities
- fire
- Found in
- Plane of Ignis , Volcanic Field
Traits
-
Elemental Body
Does not require food, drink or sleep.
-
Heat Aura
A creature that starts its turn within 10 feet of the ifrit takes 5 fire damage.
-
Illumination
Sheds bright light in a 20-foot radius and dim light for another 20 feet.
Actions
-
Multiattack
The ifrit makes two Scimitar attacks.
-
Scimitar
+10 to hit · reach 5 ft.
3d10 + 6 slashing damage
A slash from its heated scimitar.
-
Hurl Flame
+8 to hit · long range
5d6 fire damage
A ball of fire at one creature within Long range.
-
Wall of Fire
DC 17 Dexterity save
A wall of flame up to 60 feet long and 20 feet high appears within 120 feet and lasts 1 minute. A creature that enters it or starts its turn within 10 feet of it makes a Dexterity saving throw, taking 5d8 fire damage on a failure and half as much on a success.