Ifrit (Picture)

Living flame (1st circle) allows the caster to burst into flames for 1rd/level and ignite anything combustible they touch. Anybody attacked by the living flame in melee and anybody wanting to attack the living flame in melee will suffer 1d8 fire damage. It also allows the caster to squeeze through the tiniest cracks and makes them immune to non-magic weapons. Illusion (2nd circle) allows you to create and maintain an illusion as large as a house for as long as you concentrate on it. Anybody touching it may save vs. spells in order to see through the illusion. An illusion attacks like the caster but always has an AC of 9. Illusionary damage will affect you as long as you believe it until you faint. Invisibility (2nd circle) makes you invisible until you attack a living creature. Wall of fire (4th circle) allows you to create a wall of fire that cannot be crossed by any creature with 4 HD or less. When crossed, the wall inflicts 1d6 fire damage. The wall is 10ft high and up to 200ft long. This is enough for a circle with 30ft radius. Creation (5th circle) is like making a wish: use it to create or destroy inanimate matter as big as a ship. This takes 10min to cast. The creation is powered by elemental fire. Using it to generate a ship of gold will work but it will attract other elemental creatures trying to right the imbalance: Jinn, Ghouls or Marid, for example. To read more about elemental magic, check out Zak Smith’s blog post Temple of Elemental Bickering.
The afarit are lords of fire. They glow red like burning coal when angry and they seem to be always angry. They are a permanent living flame and they can cast phantasmal force, invisibility, wall of fire and creation at will and can teach them to you, for a price. The illusion and wall of fire cast by an ifrit require no concentration to uphold.

HD 10 AC 3 2d8 F15 MV 24 ML 12 XP 4500; illusion, permanent living flame, invisibility, wall of fire, creation at will; magic required to hit

An ifrit can be summoned from Muspelheim using the spell summoning a lord of fire (4th circle). When first cast, it creates a link between the caster and a random ifrit. Subsequent castings will keep summoning the same ifrit until one of you dies. Sorcerer kings of old have sometimes used entrapment of ethereal bodies (5th circle) to transfer that bond to an objects in order to imprison the afarit. Some of these prison rings, lamps and jars still survive. Don’t forget to make a reaction check when freeing such an ifrit!

A typical ifrit prison object will have a minuscule gate to a demiplane inside it. If you can pass through the tiny opening, you too can enter this hidden palace. If somebody plugs the hole while you’re inside, though—you know the feeling! That’s why an ifrit is usually loath to reenter it once freed.

Numbers: 1. Typically somebody has summoned it, or bound it to an object and what you’re actually finding is the object itself.

Treasure: none.

Terrain: caves.