The Ifrit

"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 Basa\'efa falls." The Star of Basa\'efa, 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 also 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.

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