Spark (CR 1)
Diminutive Fey (Fire)
Alignment: Usually chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +4 and Spot +4
AC: 18 (+4 size, +3 Dex, +1 natural), touch 17, flat-footed 15
Hit Dice: 1d6 (3 hp)
Fort +0, Ref +5, Will +2
Speed: 30 ft., fly 60 ft. (perfect)
Space: 1 ft./1 ft.
Base Attack +0; Grapple -15
Attack: Slam +0
Full Attack: Slam +0
Damage: Slam 1d2-4 plus 1d3 fire
Special Attacks/Actions: Spell-like abilities, heat
Abilities: Str 4, Dex 16, Con 11, Int 13, Wis 10, Cha 12
Special Qualities: Flame flit, SR 10
Feats: Dodge; Improved Initiative
Skills: Concentration +4, Hide +19*, Knowledge (architecture and engineering) +5, Knowledge (local) +5, Knowledge (the planes) +2, Listen +4, Move Silently +7*, Search +3, Sense Motive +4, Spot +4, and Tumble +7
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary, bonfire (3-6), or blaze (10-15)
Treasure/Possessions: None
Source:
Dragon #304
Sparks enjoy hurting things and causing pain, but they don't like the prospect of getting hurt themselves. Fragile creatures, one solid hit in melee often kills them. Cowardly by nature, they flee if injured.
Spell-Like Abilities: At will - produce flame and pyrotechnics. Caster level 10; DC 11 + spell level.
Heat (Ex): A spark's red-hot body deals 1d3 points of additional fire damage whenever it hits in melee, or when grappling, each round it maintains a hold (or is held).
Flame Flit (Su): A spark can travel between fires as if by means of a dimension door spell. In addition to the range limitations of the spell, the magical transport must begin and end in an area with at least some fire. Flame flit is a full-round action that does not provoke an attack of opportunity.
Fire Subtype (Ex): Immune to fire damage; takes double damage from cold unless a saving throw for half damage is allowed, in which case it takes half damage on a success and double damage on a failure.
Skills: *Sparks gain a +4 racial bonus to Hide and Move Silently checks when in flames larger than a torch.
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.