Ifrit
Source: Starfinder #13: Fire Starters
CR: 1/2 XP: 200
— — —
Init.: +3 Senses: darkvision 60 ft. Perception: +4
Defense
HP: 11
EAC: 11 KAC: 13
Fort: +2 Ref: +2 Will: +2
Offense
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
Statistics
Str: +2 Dex: +3 Con: +0 Wis: +0 Int: +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
Ecology
Environment: any
Organization: solitary, pair, or gang (3–6)
Special Abilities
<p><b>Fire Affinity (Su):</b> 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.</p>