Special Attacks burn 2d6 fire, DC 21, create spawn, fire motes, vampiric flame Spell-Like Abilities CL 8th; concentration +13 At will— heat metal DC 17, invisibility, scorching ray S TA
Trang 1CR 9
XP 6,400
CE Large ooze (fire)
Init +10; Senses see in darkness; Perception +16
D E FE N S E
AC 24, touch 20, flat-footed 13 (+10 Dex, +1 dodge, +4
natural, –1 size)
hp 115 (11d8+66)
Fort +11, Ref +13, Will +8
Defensive Abilities all-around vision; DR 10/magic and bludgeoning; Immune disease, fire, ooze traits;
Resist acid 20, electricity 20 Weaknesses susceptible to water, vulnerable to cold
O FFE N S E Speed fly 50 ft (perfect) Melee slam +17 (2d6+15 plus 2d6 fire and burn) Space 10 ft.; Reach 10 ft.
Special Attacks burn (2d6 fire, DC 21), create spawn, fire
motes, vampiric flame
Spell-Like Abilities (CL 8th; concentration +13)
At will— heat metal (DC 17), invisibility, scorching ray
S TAT I S T I C S Str 31, Dex 30, Con 22, Int 15, Wis 20, Cha 21 Base Atk +8; CMB +19; CMD 40
Feats Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Mobility
Skills Fly +30, Knowledge (arcana) +13, Perception +16,
Stealth +17
Languages Aklo
SQ no breath
E CO LO G Y Environment any (outer space) Organization solitary, pair, or combustion
(3–8)
Treasure incidental
S PE CI A L A B I L I T I E S Create Spawn (Su) If a creature dies after
having suffered from enough Intelligence, Wisdom, or Charisma damage from the fire vampire’s vampiric flame ability to be knocked unconscious, it bursts into flame, leaving behind nothing but a fine ash From this burst of flame emerges a new fire vampire, albeit one with only
1 hit point Natural rest and magical healing can restore this new fire vampire to its maximum hit points (115 hp for a typical fire vampire), but most fire vampires instead use their vampiric flame ability to heal this damage more swiftly
Fire Motes (Su) As a standard action, a fire vampire can
create a pinpoint of flame at any point in line of sight within 120 feet Once created, the fire vampire can maintain a fire mote indefinitely and may direct its movement as a free action on its turn—a fire mote has
a fly speed of 30 feet (perfect), is Fine sized, and has an
AC of 18 (+8 size) A fire vampire can maintain a number
of motes equal to its Charisma modifier simultaneously (5 for the standard fire vampire) Once created, a fire vampire can see and hear through the fire mote, and can make +13 touch attacks with them (this includes the fire vampire’s Charisma modifier) that inflict 1d6 points
of fire damage plus burn on a hit A fire mote is immune
to most forms of damage, but is destroyed if it takes any
Fire Vampire