Fire Elemental, Minor (CR 1)
AC 17, touch 14; flat-footed 14 (+2 dex, +1 dodge, +3 natural, +1 size)
hp 11  (2d10)
Fort +3, Ref +5, Will +0
Immune Fire, elemental traits; Strong Ice
Speed 50 ft.
Melee Slam +5 (1d4 plus burn)
Space 5 ft.; Reach 5 ft.
Special Attacks Blast Shot, Burn (1d4, Reflex DC 11)
Spells Known (SC CL 2nd, Concentration +2)
1st (DC 11) – Fire
Str 11, Dex 14, Con 11, Int 11, Wis 11, Cha 4
Base Atk +2; CMB +1; CMD 13
Feats Dodge*, Weapon Finesse
* Bonus Feat
Skills Acrobatics +6, Climb +4, Escape Artist +6, Intimidate +4, Knowledge (planes) +2, Perception +5
Blast Shot (Su)
1/day, 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 (+4), 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.