Fire Elemental, Medium (CR 3)
AC 18, touch 15; flat-footed 13 (+4 dex, +1 dodge, +3 natural)
hp 30  (4d10+8)
Fort +6, Ref +8, Will +3
Immune Fire, elemental traits; Strong Ice
Speed 50 ft.
Melee Slam +8 (1d6+1 plus burn)
Space 5 ft.; Reach 5 ft.
Special Attacks Blast Shot, Burn (1d6, Reflex DC 14)
Spells Known (SC CL 4th, Concentration +5)
1st (DC 13) – Fire
Str 13, Dex 18, Con 15, Int 12, Wis 14, Cha 4
Base Atk +4; CMB +5; CMD 21
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +9, Climb +5, Escape Artist +9, Intimidate +5, Knowledge (planes) +4, Perception +7
Blast Shot (Su)
Once every 1d4 rounds, a fire elemental can shoot out a bolt of fire towards a single target within 30 feet. The fire elemental must make a ranged touch attack (+8), if it hits, the attack deals 1d6+5 points of fire damage. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
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.