Fire Elemental, GreaterCR 9

Usually N Huge Elemental (Fire, Extraplanar)

Init +12; Senses darkvision 60 ft.; Listen +14, Spot +14

Languages Ignan

AC 24, touch 16, flat-footed 16; Dodge, Mobility
(−2 size, +8 Dex, +8 natural)

hp 178 (21 HD); DR 10/-

Immune fire

Fort +11, Ref +20, Will +9

Weakness vulnerability to cold

Speed 60 ft.,

Melee 2 slams +22 (2d8+5 plus 2d8 fire)

Space 15 ft.; Reach 15 ft.

Base Atk +15; Grp +28

Atk Options Blind-Fight, Combat Reflexes

Special Actions Spring Attack

Abilities Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Iron Will, Mobility, Spring Attack, Weapon Focus (slam), Improved Initiative, Weapon Finesse

Skills Listen +14, Spot +14

Advancement 22-23 HD (Huge)

Burn (Ex) A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.