Phantom Stalker (CR 3)

Medium Elemental (Fire)
Alignment: Always neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +8 and Spot +8
Languages: Common and Ignan


AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Hit Dice: 6d8+12 (39 hp)
Fort +4, Ref +7, Will +2
Speed: 30 ft., fly 60 ft. (average)
Space: 5 ft./5 ft.
Base Attack +4; Grapple -1
Attack: 2 claws +7 melee
Full Attack: 2 claws +7 melee
Damage: 1d4+3 and 1d6 fire
Special Attacks/Actions: Improved grab, burn, fiery death
Abilities: Str 17, Dex 15, Con 14, Int 4, Wis 11, Cha 11
Special Qualities: Polymorph self, elemental, fire subtype
Feats: Improved Initiative
Skills: Listen +8 and Spot +8
Advancement: 7 HD (Medium-size); 8-18 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-5)
Treasure/Possessions: None

Source: Converted

Improved Grab (Ex): To use this ability the phantom stalker must hit with both of its claw attacks. If it does, it can burn the opponent.

Burn (Ex): Those hit by a phantom stalker's claw attacks must succeed at a Reflex save (DC 15) or catch fire. The flame burns for 1d4 rounds (see Catching on Fire). A burning creature can take a move-equivalent action to put out the flame.

Creatures hitting a phantom stalker with natural weapons or unarmed attacks take fire damage as though hit by the stalker's attack, and also catch fire unless they succeed at a Reflex save (same DC).

Polymorph Self (Su): As the spell cast by an 8th-level sorcerer. Fiery Death (Ex): When a phantom stalker is reduced to 0 hit points or less, it explodes in a fiery blast equivalent to a fireball as cast by a 6th-level sorcerer (save DC 13).

Fire Subtype (Ex): Fire immunity, double damage from cold, except on a successful save.

A phantom stalker attacks with its claws, attempting to grab its opponent and pull it into its body to burn it.

The Phantom Stalker first appeared in the Fiend Folio (1981).

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.