Fire Elemental, HugeCR 7

Usually N Huge Elemental (Fire, Extraplanar)

Init +11; Senses darkvision 60 ft.; Listen +11, Spot +12

Languages Ignan

AC 19, touch 15, flat-footed 12; Dodge, Mobility
(−2 size, +7 Dex, +4 natural)

hp 136 (16 HD); DR 5/-

Immune fire

Fort +9, Ref +17, Will +7

Weakness vulnerability to cold

Speed 60 ft.,

Melee 2 slams +17 (2d8+4 plus 2d8 fire)

Space 15 ft.; Reach 15 ft.

Base Atk +12; Grp +24

Atk Options Combat Reflexes

Special Actions Spring Attack

Abilities Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11

SQ elemental traits

Feats Alertness, Combat Reflexes, Dodge, Iron Will, Mobility, Spring Attack, Improved Initiative, Weapon Finesse

Skills Listen +11, Spot +12

Advancement 17-20 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.