Sands of Randasha
This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow.
IFRIT CR 1/2
Ifrit sorcerer 1
N Medium outsider (native)
Init 3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +0
Resist ﬁre 5
Speed 30 ﬅ.
Melee scimitar +0 (1d6)
Ifrit Spell-Like Abilities (CL 1st; concentration +4)
1/day—burning hands (DC 14)
Sorcerer Spell-Like Abilities (CL 1st; concentration +5)
6/day—elemental ray (1d6 ﬁre)
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—mage armor, magic missile
0 (at will)—acid splash, detect magic, ﬂare (DC 15),
Bloodline elemental (ﬁre)
Str 10, Dex 16, Con 12, Int 13, Wis 6, Cha 17
Base Atk +0; CMB +0; CMD 13
Feats Eschew Materials, Martial Weapon Proﬁciency (scimitar)
Skills Bluﬀ +7, Knowledge (arcana) +5, Spellcraﬅ +5
Languages Common, Gnome, Ignan
SQ bloodline arcana, elemental aﬃnity
Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (scimitar, other treasure)
Elemental Aﬃnity (Ex) Ifrit sorcerers with the Elemental (ﬁre) or Efreeti bloodlines treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
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 aflame. 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.
Ifrits are defined by class levels—they do not possess racial Hit Dice. Ifrits have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit’s total Hit Dice).
Elemental Resistance: Ifrits have fire resistance 5.
Elemental Aﬃnity (Ex): Ifrit sorcerers with the Elemental (ﬁre) or Efreeti bloodlines treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Languages: Ifrits begin play speaking Common and
Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
Beastiary 2, Ultimate Magic