šH geocities.com /area51/vault/6396/monster22.html oocities.com/area51/vault/6396/monster22.html elayed x ĪÕJ ’’’’ ’’’’’’’’’’’’’’’’Č Š ×# OK text/html _¾ ×# ’’’’ b.H Sun, 21 Jun 1998 16:27:43 GMT Mozilla/4.5 (compatible; HTTrack 3.0x; Windows 98) en, * ĪÕJ ×#
"Tremble, o mortal cur, and choose what death shall befall you!"
The Ifrit is a strange awnshegh that
occasionally crops up in the lands of Khinasi. Little is known about his origins and early
history, and there are several theories presented by Khinasi sages:
1.The Ifrit was a powerful flame wizard who served Azrai at Deismaar.
2.The Ifrit actually came from Djapar, where such creatures are rumored to be common. He
then acquired his bloodline after slaying a scion of Azrai. A variation on this theory
holds that the Ifrit is the creation of the Magian, which escaped to Cerilia, and which
the Magian has come to retrieve. However, this is unlikely as the Ifrit has been seen in
Khinasi for centuries, and the Magian came only recently.
3.The Ifrit is actually the illegitimate son of Azrai and Basaļa. He was conceived by
Basaļa who was secretly impregnated by Azrai, and she cast her horrible child away in
disgust. The connection with Basaļa seems to be indicated by the Ifrit's affinity to fire
and several blood abilities derived from Basaļa.
4.An even wilder theory claims that the Ifrit was created when a scion of Azrai was slain
near a fire source. The blood of Azrai fell on the fire, animating it and shaping it into
a living creature.
Which of the above theories is correct, if any, nobody but the Ifrit knows, and he isn't
telling.
As said above, the early history of the Ifrit
is shrouded in mystery. Only a few ancient writings mention a terrible creature of
destruction, which burned whole towns to the ground. Some historians believe that the
Ifrit had some part in the destruction of the last remnants of the Masetian culture. The
first real mention of the Ifrit comes from the time of el-Arrasi. It is said that the
Khinasi liberator battled the Ifrit and almost killed it. In return for its life, the
creature agreed to grant el-Arrasi three wishes. Since this was the time when el-Arrasi
fought against Anuirean conquerors, his first wish was to gain aid against the Anuireans.
The Ifrit set upon the foreigners' armies, devastating a large part of them, which allowed
el-Arrasi to drive them away easily. Knowing that the Ifrit would just as eagerly
devastate the Basarji army, el-Arrasi's second wish was "that the Golden City of
Ariya and its people be safe from thy ravages until the Star of Basaļa falls." The
Star of Basaļa, of course, means the sun, and the Ifrit is bound to obey this wish to
this day. El-Arrasi's third wish was this: "That thee, foul spawn, be imprisoned in
this bottle of iron to repent for your sins until such time as thee be released from thy
confinement by
opening the bottle." The Ifrit had no choice but to enter the presented iron bottle,
which immediately turned jet-black from his foul spirit.
El-Arrasi placed the bottle in the treasure chambers of Ariya, where it lay for centuries,
and none dared to approach it. But one night, a brave (and foolish) thief stole into the
chamber and made off with the bottle, thinking it magical and valuable. When the thief
opened the bottle, the Ifrit immediately came out and slew his foolish savior. After that
time, the awnshegh has been wandering around the Plains States of Khinasi, especially the
Tarvan Waste, slaying all living creatures who happened in its path. He cannot approach
the city of Ariya due to el-Arrasi's wish, but tends to stay away from most big cities in
any case, as he fears blooded wizards (see below). The Ifrit isn't interested in ruling a
domain, as he only wishes to slay mortals.
Climate/Terrain: The Plains
States/Khinasi
Activity Cycle: Any, but prefers daylight so that he isn't so visible
Diet: None, but enjoys bathing in flames
Intelligence: 16
Alignment: Lawful Evil
Movement: 12, Fly 30 (B)
Size: L (15')
Armor Class: -1
Hit Dice: 16 (100 hit points)
Saves As: F16, W16
THAC0: 5
No. of Attacks: 2
Damage/Attack: 5d8/5d8
Special Att: Blood abilities, spells
Special Def: Immune to fire
Magic Resistance: 20%
Morale: 18
Blood: Azrai, great, 63
Blood Abilities: Alertness, Bloodform (great), Detect Life (minor),
Elemental Control (fire), Fear, Regeneration (only when immersed in fire), Travel (as
Basaļa)
Spells: Any the DM wishes, but most are fire-based; appropriate spells can be found in Al-Qadim accessory Arabian Adventures. The Ifrit casts spells as a 16th-level wizard.
Other Abilities: Wish
(special condition, see below). The Ifrit also doesn't show any signs of aging.
The Ifrit seeks targets to slay with his Detect Life ability. Once he spots a suitable
victim, the Ifrit appears before him in all his hideous glory, and bellows, "Tremble,
o mortal cur, and choose what death shall befall you!" He then waits for the victim
to choose the method of his death, and applies it. Clever PCs may be able to trick the
Ifrit by choosing a valid method of death that is impossible for the awnshegh to apply.
The Ifrit is quite cunning, though, so few creatures can outwit him in his game. For
example, choosing to die of old age isn't going to work, since the Ifrit probably has a
spell that ages the character within minutes.If the victim doesn't present a choice, or
chooses to die in battle, the Ifrit attacks and fights with his full ability, utilizing
spells and fists (he seldom uses weapons). And here comes the unusual part. If the
characters issue a challenge to the Ifrit and manage to subdue him, or otherwise reduce
him to a low hit point total, the Ifrit will offer to fulfill three wishes if his life is
spared. It is not known why he does this - perhaps it was a geas placed on him by Basaļa
in order to reduce the damage inflicted to the world by her offspring (if you subscribe to
that theory). Only if his offer is refused will the Ifrit try to get away, either via
teleportation spells, or via his Travel ability (using another spell to create the
necessary
fire). If the characters accept his offer, the Ifrit will grant them three wishes
(collectively), but will try to pervert any wish to evil ends.
And here comes the final unusual thing about the Ifrit. If a blooded wizard presents a
bottle made of pure iron, and uses a carefully worded wish to order the Ifrit to enter the
bottle, the awnshegh will be imprisoned in the container until it is opened again. This
was what el-Arrasi did with his third wish. So the characters can save the land from the
Ifrit's ravages if they are willing to sacrifice one of their wishes. Note that this
information is not widely known, and the Ifrit certainly won't volunteer it.
Although the records of el-Arrasi's deeds (including his encounter with the Ifrit) are
available in any civilized Khinasi city, the characters might still need to do some
research before they find out that it is possible to repeat el-Arrasi's deed, and
especially that it requires a blooded wizard.
Return to the Birthright Netbook | Return to Awnsheghlein & Monsters |
This page hosted by Geocities. Get your own free page!