Ifrit
Large elemental (genie), chaotic evil
Armor Class 19 (natural armor)
Hit Points 245 (18d10 + 144)
Speed 40 ft., fly 90 ft. (hover)
STR 24 (+7) · DEX 18 (+4) · CON 26 (+8) · INT 16 (+3) · WIS 15 (+2) · CHA 18 (+4)
Saving Throws Str +13, Dex +10, Con +14, Wis +8, Cha +10
Skills Deception +10, Intimidation +10, Perception +8, Stealth +10
Damage Vulnerabilities cold, lightning
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained
Senses darkvision 120 ft., passive Perception 18
Languages Ignan, Infernal, Common, Primordial; telepathy 120 ft.
Challenge 17 (18,000 XP)
Traits
Amorphous Flame. The ifrit can move through a space as narrow as 1 inch wide without squeezing. It can’t wear armor or wield a shield.
Heated Body. A creature that touches the ifrit or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Innate Spellcasting. The ifrit’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic (PHB, p. 231/262), invisibility (self only; PHB, p. 254/289), produce flame (PHB, p. 269/308), wall of fire (PHB, p. 285/338)
3/day each: fireball (PHB, p. 241/274), flame strike (PHB, p. 242/275), greater invisibility (PHB, p. 246/281), suggestion (PHB, p. 279/321)
1/day each: dominate monster (PHB, p. 235/265), plane shift (self only; PHB, p. 266/305)
Water Susceptibility. For every 5 feet the ifrit moves in water, or for every gallon of water splashed on it, it takes 10 (3d6) cold damage.
Molten Demise. When the ifrit is reduced to 0 hit points, it explodes in a burst of magma. Each creature within 20 feet must make a DC 18 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one. The ifrit then collapses into a pile of enchanted ash and gemstones worth 5,000 gp.
Actions
Multiattack. The ifrit makes three attacks with its Fervid Scimitar.
Fervid Scimitar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (2d10 + 7 slashing plus 3d8 fire) damage.
Solar Flare (Recharge 5–6). The ifrit exhales super-heated plasma in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a successful one. The flare ignites unattended flammable objects.
Bonus Actions
Smoky Vanish. The ifrit magically turns invisible until the end of its next turn, or until it makes an attack roll or casts a spell.
Reactions
Fiery Counter. When a creature the ifrit can see misses it with a melee attack, the ifrit can make one Fervid Scimitar attack against that creature.
Legendary Actions
The ifrit can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The ifrit regains spent legendary actions at the start of its turn.
Scimitar. The ifrit makes one Fervid Scimitar attack.
Ignite (Costs 2 Actions). The ifrit targets one creature it can see within 60 feet. The target must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) fire damage and catch fire, taking 7 (2d6) fire damage at the end of each of its turns. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.
Infernal Step (Costs 3 Actions). The ifrit magically teleports up to 60 feet to an unoccupied space it can see, leaving behind a swirl of smoke. Each creature adjacent to the space the ifrit leaves must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.
Lore
A colossal winged fire djinn who embodies the destructive might of elemental flame, chthonic fury, and the ancient pride of a rebellious spirit.
In Arabic and Islamic mythology, an ifrit is one of the most powerful and destructive classes of jinn, inseparably tied to fire, chthonic forces, and a rebellious spirit.
The ifrit’s anatomy blends primal elemental energy with anthropomorphism. Its true form is a colossal winged humanoid of smoke, ash, and open flame. Islamic lore speaks of jinn made from pure, smokeless fire, yet folklore nearly always adds thick smoke to highlight their substance and destructive power. Unlike mortal beings, no blood runs in an ifrit’s veins; instead, liquid fire or molten magma circulates within. This biology defines their most famed vulnerability: when a mortal blow breaches an ifrit’s shell, internal flames blast outward. A catastrophic chain-reaction follows—the ifrit ignites from within, leaving only a heap of enchanted ash.
From Demonic Bestiary 5E, p. 56 · Fern Flower Press