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There is a Legacy version here.

PFS StandardIfrit

The fierce and unforgiving ifrits hail from the Plane of Fire, where they build metropolises and trade centers that draw extraplanar travelers. Many ifrits are tyrannical or warmongering, and most use their might to accomplish their goals.

Recall Knowledge - Elemental (Arcana, Nature): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

IfritCreature 9

Large Elemental Fire Genie 
Source Monster Core pg. 159
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 +1 striking scimitar, breastplate
AC 28; Fort +18, Ref +17, Will +20
HP 175; Immunities fire; Weaknesses cold 10, water 10
Speed 25 feet
Melee [one-action] scimitar +21 [+16/+11] (fire, forceful, magical, reach 10 feet, sweep), Damage 2d6+11 slashing plus 2d6 fireMelee [one-action] fist +20 [+16/+12] (agile, magical, reach 10 feet), Damage 1d4+11 bludgeoning plus 2d6 fireArcane Innate Spells DC 27, attack +19; 7th interplanar teleport (to Astral Plane; Elemental Planes; or the Universe only); 4th fireball, invisibility (×2); Cantrips (5th) detect magic, ignition; Constant (5th) truespeech
Burning Grasp (fire) When the ifrit grabsor restrainsa creature that creature takes 2d6 fire damage and takes 2d6 fire damage at the end of each of its turns until freed.Change Shape [one-action] (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 [one-action] 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 [one-action] (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.

Sidebar - Advice and Rules Ifrit Shuyookhs

Ifrit shuyookhs twist the phrasing of wishes to maximize suffering. A wisher for a thousand pounds of gemstones might have the gems delivered as a bone-crushing avalanche. Ifrit shuyookhs add the following innate spells: 7th volcanic eruption; 5th fireball (at will).

All Monsters in "Genie"



Source Monster Core pg. 156
Before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the six elemental planes of air, earth, fire, metal, water, and wood. The genies who remained on each elemental plane found their matter replaced with those elements.

Genie Shuyookhs

Older, wiser, and more powerful genies possess greater power and are revered with the title of shuyookh (typically adjusted to “sheikha” if the genie is female or “sheikh” for a male). Generally at least 5 levels higher than a typical example of their kind, a shuyookh gains additional spells.The most wondrous of their powers is their ability to grant wishes three

times per year. This is not an innate ability but a ritual practice passed down over time in an attempt to replicate the wish-granting abilities of janns.