Thoqqua (CR 2)

Medium Elemental (Earth, Extraplanar, and Fire)
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., tremorsense 60 ft., and Listen +5


AC: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Hit Dice: 3d8+3 (16 hp)
Fort +4, Ref +2, Will +2
Speed: 30 ft., burrow 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Slam +4 melee
Full Attack: Slam +4 melee
Damage: Slam 1d6+3 and 2d6 fire
Special Attacks/Actions: Heat, burn
Abilities: Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Special Qualities: elemental, immune to fire, cold vulnerability
Feats: Alertness; Track
Skills: Listen +5, Move Silently +3, and Survival +3
Advancement: 4-9 HD (Large)
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary
Treasure/Possessions: None

Source: Monster Manual

Heat (Ex): Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.

Burn (Ex): When a thoqqua hits with its slam attack, the opponent must succeed at a Reflex save (DC 13) or catch fire. The flame burns for 1d4 rounds if not extinguished sooner. The burning creature can use a full-round action to put out the flame (see Catching on Fire).

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

Tremorsense (Ex): Thoqquas can automatically sense the location of anything within 60 feet that is in contact with the ground.

When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. In either case, treat the maneuver as a charge.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

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.