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Ifrit, Lord of the Inferno

Ifrit, Lord of the InfernoThe incarnation of fire and fury, worshiped by the lizard-like Amalj’aa tribe. Even amongst the primals, Ifrit is highly given to savagery, his temper quick to erupt in a conflagration of death. His breath ignites the very air, his claws melt the strongest steel, and his twisted horns scorch the heavens. Those who would face him must be prepared to withstand the fires of hell.

Ifrit, Lord of the Inferno (CR 15)

XP 51,200
TN Huge Outsider (Boss, Extraplanar, Primal, Fire)
Init +9; Senses Darkvision 60 ft.; Perception +26
Aura Firestorm aura (30-ft., 2d6 fire damage) [4d6 fire damage, phase II]

DEFENSE

AC 31, touch 13; flat-footed 26 (-2 size, +5 dex, +18 natural)
hp 693 [924] (21d12+210)
Fort +21, Ref +17, Will +17
DR 10/-; Immune Fire; Resist Shadow 15, Holy 20, Lightning 15, Wind 20; SR 30
Weakness Ice and Water

OFFENSE

Speed 50 ft., Burrow 50 ft.
Melee 2 Claws +28 (2d6+9 plus 2d6 fire damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Crimson Cyclone, Eruption, Hellfire, Incinerate, Sear, Radiant Plumes, Vulcan Burst
Burst Mode Flaming Fury

STATISTICS

Str 29, Dex 20, Con 28, Int 10, Wis 20, Cha 20
Base Atk +21; CMB +32; CMD 47
Feats Alertness, Awesome Blow, Cleave, Greater Cleave, Greater Vital Strike, Improved Initiative, Improved Natural Attack (claw), Improved Vital Strike, Power Attack, Toughness, Vital Strike
Skills Acrobatics +26, Climb +30, Escape Artist +26, Intimidate +24, Perception +26, Sense Motive +26
SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep
Languages Amalj’aa, Common and Ignan

SPECIAL ABILITIES [Phase i]

Flaming Fury

Once below 50% health (462), This Burst Mode lets Ifrit burst with a fiery fury, gaining more attacks and extra flames. For a number of rounds equal to 1 + 1 round for every four HD, Ifrit gains two extra claw attacks per round, add an additional 1d6 points of fire damage per claw attacks, and an additional 1d6 points of fire damage to firestorm aura per round. This limit break requires only a swift action to activate.

Crimson Cyclone (Ex)

Once every 1d2+1 rounds as a standard action, Ifrit charges in a 50-ft.-line, causing damage to foes in the line of effect. All creatures in the area of effect take damage equal to triple the Ifrit’s claw damage and are knocked prone unless they make a successful Reflex save (DC 29) for half damage and negating the prone effect.

Eruption (Su)

Once every 1d4+1 rounds as a standard action, Ifrit can cause the ground to erupt in a 20-ft.-radius diameter within 60 feet. Creatures within the area of effects take 15d6 points of fire damage and are knocked prone. A successful Reflex save (DC 25) reduces the damage by half and are not knocked prone. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).

During phase II, increase the radius to 40 feet.

Firestorm Aura (Su)

Ifrit is surrounded by an aura of intense flames. All creatures within 30 feet take 2d6 points of fire damage at the beginning of Ifrit’s turn. If Sear was used last turn double the damage for this aura.

During phase II, the aura flames increase doing 4d6 points of fire damage at the beginning of Ifrit’s turn.

Hellfire (Su) [Begins Phase II]

Once below 50% hp (462) as a standard action, Ifrit erupts in flames, setting ablaze nearby foes. Enemies within 120 feet takes 15d6 points of fire damage and a successful Reflex save (DC 25) halves this damage.

Incinerate (Ex)

Once every 1d2+1 rounds as a swift action, Ifrit breathes out a gout of flame in a 30-ft.-cone for 10d6 points of fire damage and inflicts the Burning status. A successful Reflex save (DC 29) halves this damage and negates the status effect.

During phase II, increase the damage to 12d6 points of fire damage.

Sear (Su)

Once every 1d4+1 rounds as a swift action, Ifrit can cause a foe within 50-feet to erupt in a blazing aura. The target must make a Fortitude save (DC 25) or inflicted with a blazing aura that deals 5d6 points of fire damage to every creature within a 15-ft.-radius which also inflicts Burning status, a successful Reflex save (DC 25) halves the damage and negates the status effect. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29).

SPECIAL ABILITIES [Phase iI]

Radiant Plumes (Su) [Phase II+]

Once every 1d3+1 rounds as a standard action, Ifrit places 30-ft.-radius red puddles underneath each target within 240-feet away from him. The puddles deal 6d8 points of fire damage unless they make a Reflex save (DC 25) for half damage. This leaves red puddles of flames on the ground where each target was standing on for five more rounds after dealing 4d6 points of fire damage per round while anyone is on that space.

Vulcan Burst (Su) [Phase II+]

Once every 1d3+1 rounds as a swift action, Ifrit can cause a burst of fiery energy to erupt around him, causing enemies to be blasted back. Creatures within a 30-ft.-radius take 10d6 points of fire damage and are pushed back up to 30 feet away from Ifrit. A successful Reflex save (DC 25) halves the damage and negates the knock back. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29).