Hey, there! Luis, here! I’ve been playing a fair amount of Final Fantasy XIV as of late. I’ve been enjoying the game and its homages to Final Fantasy’s past with various fun easter eggs and the like. With all of the Final Fantasy content I’ve been enjoying, it was inevitable that I would have to eventually bring it over to Pathfinder. One of the staples of the series is the various summons used in the games. These creatures draw upon real world myth and are some of the most powerful spells in the series. With the recent release of Secrets of Magic and the summoner, I thought this might be a good time to bring over the Final Fantasy summons. I’m hoping to stat up a handful of the most notable or memorable Final Fantasy summons and eventually create a new incarnate spell for players who want to make use of them in their game, too. One of the summons you gain early in most Final Fantasy is Ifrit, so I figured I’d start with him. Let’s take a look!
Ifrit Creature 18
Unique, N, Huge, Beast, Esper, Fire
Perception +30; greater darkvision
Languages Common, Ignan (can’t speak any language)
Skills Acrobatics +31, Athletics +38, Intimidation +35, Survival +31
Str +10, Dex +5, Con +9, Int +3, Wis +4 Cha +6
AC 42; Fort +33, Ref +29, Will +28
HP 415, regeneration 30 (deactivated by cold); Immunities controlled, death effects, doomed, fire, unconscious; Resistances physical 10; Weaknesses cold 20
Burning Body (aura, fire, primal) 20 feet. Ifrit radiates tremendous heat that can burn other creatures. Creatures that end their turn in the aura take 8d6 fire damage (DC 37 basic Fortitude save).
Speed 50 feet, climb 40 feet, fly 20 feet
Melee [one-action] jaws +35 (reach 10 feet), Damage 3d12+10 piercing plus 2d10 fire
Melee [one-action] claws +35 (agile, reach 15 feet), Damage 3d10+7 slashing plus 2d10 fire and Improved Grab
Ranged [one-action] meteor strike +33 (range increment 60 feet), Damage 3d10+17 fire
Constrict [one-action] 2d12+13 bludgeoning, DC 40
Breath Weapon [two-actions] (fire, evocation, primal) Ifrit unleashes a blast of fire that deals 19d6 fire damage in a 60-foot cone (DC 40 basic Reflex save). Ifrit can’t use Breath Weapon again for 1d4 rounds.
Hellfire [three-actions] Requirements Ifrit has a creature grabbed; Effect Ifrit unleashes a sphere of flame and tosses the creature inside. He then grabs a chunk of earth and launches it at the sphere. The creature takes 12d6 fire damage and 8d6 bludgeoning damage (DC 40 basic Fortitude save). The creature then falls in prone in a square within 30 feet of Ifrit.
Ifrit, sometimes known as Jinn and Iflyte, is a powerful being connected to the element of fire. He typically takes the form of a massive humanoid beast with enormous claws and horns. Spouting flames hot and hungry enough to consume all they touch, he shows his foes no mercy. Even amongst other powerful espers, Ifrit is highly given to brutality, 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. Summoners who call upon Ifrit can expect the utter devastation of their opponents, but must be prepared for Ifrit’s might to lead to massive collateral damage.
That’s it for this week! If you end up adding Ifrit into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.