Fire Elemental, Elder (CR 11)
AC 27, touch 19; flat-footed 16 (+10 dex, +1 dodge, +8 natural, -2 size)
hp 179 (16d10+96)
Fort +16, Ref +20, Will +9
DR 10/-; Immune Fire, elemental traits; Strong Ice
Speed 60 ft.
Melee 2 Slams +24 (2d8+8 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn (2d10, Reflex DC 24), Fireball, Gates of Hades
Spells Known (SC CL 16th, Concentration +20)
1st (DC 15) – Fire
2nd (DC 16) – Fire II
3rd (DC 17) – Fira, Fire III
4th (DC 18) – Blaze Spikes
5th (DC 19) – Burn, Firaga
6th (DC 20) – Blaze Spikes II, Flare
Str 27, Dex 30, Con 22, Int 18, Wis 14, Cha 4
Base Atk +16; CMB +26; CMD 47
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +29, Climb +27, Escape Artist +29, Intimidate +19, Knowledge (planes) +23, Perception +21
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
A fire elemental generates a searing explosion of flame that detonates with a low roar and deals 5d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save (DC 22) to take half damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).
Gates of Hades (Su)
Once every 1d3 rounds, the fire elemental can launch an explosive fireball within a 100 ft. in a 20-ft.-radius. Creatures within the area of effect take 8d6 points of fire damage and inflicts the Burning status effect. A successful Reflex save (DC 22) reduces the damage by half and negates the status effect. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).