Cinderspawn (CR 6)
Large Undead (Fire)
Alignment: Always chaotic evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., Listen +13, and Spot +13
AC: 17 (-1 size, +5 Dex, +3 natural), touch 14, flat-footed 12
Hit Dice: 10d12 (65 hp)
Fort +3, Ref +8, Will +7
Speed: 50 ft.
Space: 10 ft./10 ft.
Base Attack +5; Grapple +10
Attack: Touch +9 melee
Full Attack: Touch +9 melee
Damage: Touch 2d6 cold plus 1d6 Cha drain
Special Attacks/Actions: Charisma drain
Abilities: Str 12, Dex 21, Con -, Int 11, Wis 11, Cha 17
Special Qualities: elemental turning vulnerability, frostfire shield, immunity to fire, inescapable craving, undead traits, vulnerability to cold
Feats: Dodge; Mobility; Spring Attack; Weapon Finesse
Skills: Jump +26, Listen +13, Move Silently +18, and Spot +13
Advancement: 11-20 HD (Large); 16-30 HD (Huge)
Organization: Solitary, pair, or gang (3-5)
This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes gleam with menace.
Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living creatures for their warmth and seek to destroy all such beings.
Like a fire elemental, a cinderspawn cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier for a cinderspawn unless the creature can step or jump over it. A cinderspawn stands 12 feet tall and weighs 200 pounds.
Cinderspawn speak Ignan.
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.