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>

Description