Character Name: Akoman the Ifrit
Appearance: Akoman the Ifrit, a humanoid creature of considerable size, stands as tall as a stallion when it rears on its hind legs. Akoman has four arms, two legs and a pair of batlike wings. His wingspan is nearly twice his armspan. While his hands and feet resemble that of a human's, the digits are spindly and are tough like a hawk's talons. A long, reptilian tail with two rows of spines follows behind him.
His skin or carapace resembles that of the various patterns of cooled lava and forms humanoid musculature. Along his back and limbs are swirls and feathery sweeps of lines while along the various joints and bends of the body--such as the shoulder, elbow, ankles, and knees--large chunks of spiny obsidian protrude. Set in the center of his chest lies a crimson core that with lava swirling within. Molten magma glows a lambent orange along his burly, muscular frame where a human's veins are expected to be, and it pulses like a the rhythmic throbs of the heartbeat.
Set at the sides of his bald head, Akoman bears two large, forward-pointing horns which are naturally white as ivory, though cracks, magma, and obsidian often entwine itself around them. Above his molten eyes are two smaller horns of similar appearance and upon the crown of his head two moderately sized horns arise. His mouth is without lips and rows of long scarlet fangs protrude from both the upper and lower jaws.
He prowls about without clothes, save for a tattered leather loincloth, though he isn't afraid to show the curious and wanton folk what lies underneath.
Role: Monster
Title: --
Gender: Male
Alignment: --
Strengths: Strength - The "no brains, all brawn" stereotype can be quickly banished from the mind when Ifrit are mentioned. With great strength and sharp cunning, they can surmount any challenge and are apt to create chaos. His muscular build, four arms, large tail, and powerful wings are nearly impervious to the sword.
Cunning - The hallmark trait of an ifrit is its sharp wit and even sharper tongue and Akoman is no exception. He is manipulative and devious, using deception to plant ideas and pretension to coax the gullible to do his bidding. Akoman is a firm believer of "If they can do it, why must I?"
Flight - Although Akoman's considerable size and radiant body makes it hard for him to remain inconspicuous, it does not mean his movements are torpid. Two great wings which brush the ground as he walks also serves as his swiftest and most ostentatious means of travel. Each flap of the wings releases embers into the air, which can be easily observed by anyone standing beneath.
Torrents of Magma- Along with his natural ability to fly, Akoman is able to voluntarily shed live magma directly from his wings. Doing so, however, depletes part of his strength for a while. He must regenerate the magma (one post recovery period) before using this power again.
Nigh Impervious to the Sword - Akoman's carapace--or is it skin?--is resistant to attacks of the sword or blows of any physical weapon. This does not mean he does not feel sensation, but that deep slices into his body is not enough to destroy Akoman.
Flaws: Haughty - As an Ifrit Akoman is both witty and strong, and he is very much aware of this. Thus, he is quite prideful. Manipulating this conceited beast is quite easy if you assign him tasks under the guise of lauding his "great works" or challenging his "unrivaled strength"
Prohibited across Moving Water - Akoman can fly with his wings almost anywhere he wishes to go, but he cannot cross flowing water unless a solid, unbroken path is formed across it (e.g. a bridge formed from fallen tree trunks.) Akoman must follow directly along this path by flight or by foot to cross water.
Hydrophobic - Akoman abhors water in any form. Therefore, areas shrouded in mists, fogs, rain, hail, snow, rivers, ponds, and even clouds are places where Akoman will adamantly refuse to enter unless absolutely necessary.
Philanderer - Although he is a terrible and feared monster, he is still subject to carnal desires. Should he encounter a charming maiden or a fetching man, he will set aside his tasks to begin to flirt--even if his advances are clearly unwanted.
Hypersenstive to Magic - Ifrit are notorious for being resistant to the sword, but they can be put into submission by any sort of spell, blessing, curse, potion, powder or totem used on him
What your character fears: Baba Yaga - The renowned Witch of Purgatory has the magical means by which to snuff out Akoman's life in an instant. Akoman, though prideful, is certainly not stupid. He will follow Baba Yaga's instruction in an instant, even if it means going against his own intentions.
Water - Though water does not kill Akoman, it is still quite painful to bear. Even humid ambient air makes Akoman delirious and irritable. But you would understand if you imagine your own molten skin coagulating and seizing before your own eyes. The ifrit will avoid water at all costs.
Sirens - The beautiful ladies that roam the waters, with their beckoning calls and voluptuous forms are both temptation and torment. Akoman, a beast of impulse, has time and time again forfeited to his lecherous ways to embrace the maidens of the sea. Too many times has he fallen from the skies to touch them and thereafter be dragged into the water. He fears the Sirens because only his violent thrashing will follow their concourse.
Magical Apparatus - Magical paraphernalia will subdue the ifrit, especially if it is a binding type of object such as a cord, whip, rope, shackle, net or cage. Akoman cannot normally undo his own bindings and is wholly obedient to his captor's instruction. The only ways the ifrit can be unbound is to remove the bindings or instruct the beast to remove the bindings.