Cinderspawn (CR 6)
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)
Charisma Drain (Su): Living creatures hit by a cinderspawn's touch attack must make a DC 18 Fortitude save or take 1d6 points of Charisma drain. (Creatures with the fire subtype take a -4 penalty on this save.) When a cinderspawn drains a victim's Charisma, it gains 5 temporary hit points, no matter how many points it drains. These temporary hit points last for up to 1 hour. The save DC is Charisma-based.
Elemental Turning Vulnerability (Ex): A character who can turn undead and also turn fire creatures gains a +2 bonus on turning checks to turn a cinderspawn.
Frostfire Shield (Su): Any creature striking a cinderspawn with a natural attack or a melee weapon (except for reach weapons) takes 1d6 points of cold damage as the cinderspawn drains its body heat.
Inescapable Craving: A cinderspawn has an inescapable craving (see Undead Metabolism) for Charisma, which it satisfies by using its Charisma drain ability.
A cinderspawn chooses targets carefully, using its Mobility and Spring Attack feats to reach vulnerable opponents that might otherwise be protected by comrades.
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.
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.