Fire Elemental, Large (CR 5)
AC 20, touch 16; flat-footed 13 (+6 dex, +1 dodge, +4 natural, -1 size)
hp 76 (8d10+32)
Fort +10, Ref +12, Will +6
DR 5/-; Immune Fire, elemental traits; Strong Ice
Speed 50 ft.
Melee 2 Slams +13 (1d8+2 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks Burn (1d8, Reflex DC 18), Fireball
Spells Known (SC CL 8th, Concentration +10)
1st (DC 13) – Fire
2nd (DC 14) – Fire II
Str 15, Dex 22, Con 18, Int 14, Wis 14, Cha 4
Base Atk +8; CMB +11; CMD 29
Feats Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +15, Climb +9, Escape Artist +13, Intimidate +9, Knowledge (planes) +7, Perception +13
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.
Once every 1d4 rounds, 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 16) to take half damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).