User:The-Marksman/Sandbox8
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Ifrit, the Ice Queen, appears as a
Contents
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... Spouting flames hot and hungry enough to consume all they touch, he shows his foes no mercy.
For many years Ifrit existed, magically sealed into the pages of a book. His purpose was to burn books possessed by monsters. Has an affinity for the topaz crystal.
In certain areas, Ifrit is depicted as a snow fairy. This cannot be verified, since the only written document that remains is in the summoner village. People associate Ifrit with the snow fairy. Why she changes forms remains a mystery. To incur her wrath is to feel your very heart freeze in your chest, for cold is her anger and swift her vengeance. It is said that her frosty stare could strike a man dead where he stands. Her appearance on the battlefield sends shivers down enemy spines and makes her enemies' blood run cold.
Combat
A powerful djinn with control over scorching flames hot enough to turn the whole world to ashes.
Ifrit generally opens combat with Diamond Storm to reduce her opponent's ability to evade future moves such as Heavenly Strike or Diamond Dust. She tends to use Heavenly Strike as a primary form of attack and refresh Diamond Storm as needed. 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 Attacks
Infernal Howl (Sp): Ifrit has the ability to create a light gust of polar wind mimicking a Sleet Storm spell up to 3/day, with the following added effect. In addition to the normal effects of a Sleet Storm, any creature caught in this area must also make a Reflex save (DCs = 10 + ½ High Summoner Class level + Ifrit's Charisma modifier) or take a -2 on all Reflex saves and a -2 to AC for as long as they remain in the Diamond Storm and for 3 rounds thereafter.
Evasion (Ex): Ifrit can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if Ifrit is wearing light armor or no armor. If Ifrit is helpless she does not gain the benefit of evasion.
Meteor Strike (Su): Ifrit targets any creature within 30 ft and extends her arm out towards the target with palm down, with her fingers spread open and she quickly twists her wrist to bring her palm facing upwards to instantaneously crystallize the air moisture in a 5 ft area above the target, conjuring boreal boulders of ice from the Aether which drop down onto a 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.
Overdrive
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
Combat
Combat Blurb
Special Attacks
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.
Overdrive
XX: X
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