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Ifrit, the savage fire-elemental entity. a fire beast with long curved horns, glowing red eyes, skin that looks like lava and long hair. He has clawed hands and feet and wears leg and arm guards and a loin cloth. This great horned beast is capable of untold devastation and can reduce anything in its path to a pile of smoldering ash. Ifrit is a green, humanoid beast-like creature. He has bulging muscles, and two large ram horns, as well as long, purple hair. This entity is said to have given humans the gift of fire, and is widely known as the incarnation of creation and destruction.
Ifrit | |
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Size/Type: | Large Outsider (Esper) |
Hit Dice: | 7d12 + 49 (133 hp) |
Initiative: | +2 |
Speed: | 40 ft |
Armor Class: | 17 (6 Natural armor, 2 Dex, -1 size), touch 15, flat-footed 11 |
Base Attack/Grapple: | +7/+16 (7 BAB, 5 Str, +4 size) |
Attack: | Burning Strike +12/+7 melee (1d6 + 1) |
Full Attack: | Burning Strike +12/+7 melee (1d6 + 1) |
Space/Reach: | 10 ft/10 ft |
Special Attacks: | Diamond Storm, Mettle, Heavenly Strike, Spell-like Abilities, Hellfire
Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
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Special Qualities: | Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases. |
Saves: | Fort +12, Ref +7, Will +7 |
Abilities: | Str 20, Dex 15, Con 24, Int 13, Wis 14, Cha 18 |
Skills: | Climb +15, Hide +8, Intimidate +14, Jump +15, Knowledge (The Planes) +11, Listen +12, Move Silently +12, Spot +12, Survival +12 |
Feats: | Combat Reflexes, Power Attack, Cleave |
Environment: | Hot Cavern |
Organization: | Solitary |
Challenge Rating: | 7 |
Treasure: | None |
Alignment: | Chaotic Good |
Advancement: | — |
Level Adjustment: | — |
Ifrit, the Infernal... A powerful djinn with control over scorching flames hot enough to turn the whole world to ashes. For many years Ifrit existed, magically sealed into the pages of a book. His purpose was to burn books in the Library of the Ancients that were possessed by monsters. Spouting flames hot and hungry enough to consume all they touch, he shows his foes no mercy.
It is said that he has an affinity for the topaz crystal.
CombatEdit
Sporting enormous horns and a fiercely muscular body, this savage esper wraps itself in a whirlwind of raging flames. It lives for the fight and assaults anything foolish enough to oppose it, occasionally transforming into a massive burst of fire that burns its enemies to a crisp. Though Ifrit's temperament is unstable at best, it will utterly devote itself to helping others—provided, of course, that it deems their passion worthy of such assistance.
Ifrit generally uses Infernal Howl early in a fight. He tends to use Meteor Strike as a primary form of attack. She will usually reserve Diamond Dust for either finishing off an opponent or for large groups.
Inferno, Infernal Blaze, Burning Strike, Flaming Crush, Crimson Howl, Inferal Howl, Erruption, Incinerate, Crimson Cyclone, Infernal Nails,
Heat Up: self buff raises strength and speed.
Special AttacksEdit
Infernal Howl (Sp):
Mettle (Ex): Ifrit can resist magical and unusual attacks with great willpower or fortitude. If Ifrit makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. If Ifrit is unconscious or sleeping he does not gain the benefit of Mettle.
Meteor Strike (Su): Ifrit focuses his energy for a brief moment and instantly a large orb, 3 feet in diameter, comprised of condensed energy and fire appears floating before Ifrit. Ifrit then targets any creature within 30 ft and slams his hand into the energy sending it shooting out a incredible velocity at the target. The target must make a Reflex saving throw (DCs = 10 + ½ High Summoner Class level + Ifrit's Charisma modifier) or take 1d6 damage per High Summoner's class level (maximum 10d6).
Spell-like Abilities: (0/1/4/4) 3/day Ray of Frost (DC 16), Chill Touch (DC 15), Ice Storm and Wall of Ice. Caster level is equal to the High Summoner's class level (minimum of 1st). The save DCs = 10 + ½ High Summoner Class level + Ifrit's Charisma modifier. The save DC is Charisma based.
OverdriveEdit
Hellfire (Su): As a full-round action, Ifrit leans over slightly with her arms extended straight out in front of her torso, as a ball of bright blueish-white energy starts gathering in her right hand. Ifrit gracefully brings both her arms straight up in front of her until she is looking up to the sky and both her arms are extended up above her head, with her back arched backwards for a brief second. Ifrit suddenly strikes both arms out straight ahead firing the gathered energy straight out launching a freezing blizzard attack in a 30 ft cone, causing the affected area and all creatures in it to be momentarily encased in ice as she drops her arms to her side.
Ifrit then delicately reaches out her right fist with fingers facing up and snaps her middle finger shattering all of the ice she created and causing every creature in the affected area to make a Reflex save (DCs = 15 + ½ High Summoner Class level + Ifrit's Dexterity modifier) or take 4d8 + (High Summoner's level X 4) damage. At the end of the attack, the ice disappears, leaving no aftereffects (other than the damage dealt).
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DM's Description
X | |
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Size/Type: | Medium Outsider (Esper) |
Hit Dice: | 7d12 + X (X hp) |
Initiative: | X |
Speed: | 30 ft |
Armor Class: | X (X Natural armor, X Dex, +1 size), touch X, flat-footed X |
Base Attack/Grapple: | +7/X (7 BAB, X Str, -4 size) |
Attack: | Slam +7/+2 melee (1d4 + X) |
Full Attack: | Slam +7/+2 melee (1d4 + X) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | X, X, X X, X, X X, Spell-like Abilities, X
Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
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Special Qualities: | Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases. |
Saves: | Fort +5, Ref +5, Will +5 |
Abilities: | Str 6, Dex 27, Con 8, Int 7, Wis 20, Cha 13 |
Skills: | X +10, X +10, X +10, X +10, X +10, X +10, X +10, X +10, X +10, X +10 |
Feats: | X, X, X |
Environment: | Warm or temperate plains or Underground |
Organization: | Solitary or X (#) |
Challenge Rating: | 7 |
Treasure: | None |
Alignment: | Always Chaotic Evil |
Advancement: | — |
Level Adjustment: | — |
Physical and personality description
CombatEdit
Combat Blurb
Special AttacksEdit
XX: X
XX: X
XX: X
Spell-like Abilities: 1/day XXX (DC 16), XXX (DC 15). Caster level is equal to the High Summoner's class level (minimum of 1st). The save DCs = 10 + ½ High Summoner Class level + Esper's Charisma modifier. The save DC is Charisma based.
OverdriveEdit
XX: X
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