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This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow.

Ifrit CR 1/2

XP 200
Ifrit sorcerer 1
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception –2


hp 8 (1d6+2)
Fort +1, Ref +3, Will +0
Resist fire 5


Speed 30 ft.
Melee scimitar +0 (1d8/18-20)

Bloodline Spell-Like Abilities (CL 1st; concentration +4)

6*/dayelemental ray (1d6 fire)

Bloodline Elemental (fire)

Ifrit Spell-Like Abilities (CL 1st; concentration +4)

1/dayburning hands (DC 15)

Sorcerer Spells Known (CL 1st; concentration +4)

1st (4/day)mage armor, magic missile
0th (at will)acid splash, detect magic, flare (DC 14), prestidigitation


Str 10, Dex 16, Con 12, Int 13, Wis 6, Cha 17
Base Atk +0; CMB +0; CMD 13
Feats Eschew MaterialsB, Martial Weapon Proficiency (scimitar)
Skills Bluff +7, Knowledge (arcana) +5, Spellcraft +5
Languages Common, Gnome, Ignan
SQ bloodline arcana, fire affinity


Fire Affinity (Ex)


Image used by permission of Purple Duck Games.


Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (scimitar, other treasure)

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 af lame.

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.

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by Jonathan Tweet, Monte Cook, and Skip Williams.