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Planar Scion, Ifrit

Ifrit CR 1/2

XP 200
Ifrit soldier
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4


HP 11
EAC 11; KAC 13
Fort +2; Ref +2; Will +2
Resistances fire 5


Speed 30 ft.
Melee longsword +5 (1d8+1 S)
Ranged azimuth laser rifle +6 (1d8 F; critical burn 1d6) or frag grenade I +6 (explode [15 ft., 1d6 P, DC 11])
Offensive Abilities fighting styles (sharpshoot), fire affinity, sniper’s aim
Ifrit Spell-Like Abilities (CL 1st)

1/dayoverheat (DC 10)


Str +2; Dex +3; Con +0; Int +0; Wis +0; Cha +1
Skills Acrobatics +9, Athletics +4, Intimidate +4
Languages Common, Ignan
Gear second skin, azimuth laser rifle with 2 batteries (20 charges each), longsword, frag grenade I


Fire Affinity (Su): Ifrits have an instinctive affinity for fire, subtly bending it to their will. Once per day, an ifrit making an attack that deals fire damage can roll a single attack roll twice and use the higher result.


Environment any
Organization solitary, pair, or gang (3–6)

Ifrits are the descendants of mortal species and creatures from the Plane of Fire, usually efreet. These native outsiders are fiercely independent and many see even their friends as tools to be used.

Section 15: Copyright Notice

Starfinder Adventure Path #13: Fire Starters © 2019, Paizo Inc.; Authors: James L. Sutter, with Patrick Brennan, Leo Glass, Jason Keeley, Lacy Pellazar, Owen K.C. Stephens, and Jason Tondro.