Demon, Fire (CR 7)

Medium Outsider (Chaotic, Evil, and Fire)
Alignment: Always chaotic evil
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: Spot +12


AC: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Hit Dice: 9d8+9 (49 hp); DR: 10/lawful
Fort +7, Ref +10, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +10
Attack: Claw +14 melee
Full Attack: 2 claws +14 melee
Damage: Claw 1d8+1 plus 1d6 fire
Special Attacks/Actions: Flame touch
Abilities: Str 13, Dex 19, Con 12, Int 6, Wis 11, Cha 10
Special Qualities: fiery aura, fire immunity, outsider traits, SR 20, outsider traits
Feats: Improved Initiative; Improved Natural Attack (claw); Weapon Finesse; Weapon Focus (claw)
Skills: Balance +16, Climb +13, Jump +13, Move Silently +16, Spot +12, and Tumble +16
Advancement: 9-18 HD (Medium-size); 19-27 HD (Large)
Climate/Terrain: Any temperate or warm land and underground
Organization: Solitary or swarm (4-24)
Treasure: Standard

Source: Dragon #306
Dragon Compendium Vol. 1

Flame Touch (Ex): Any creature that is hit by a fire demon's claw attack (or that hits the fire demon with a natural weapon or an unarmed strike) takes 16 points of fire damage and (if flammable) must succeed at a Reflex save (DC 15) or catch on fire, The fire burns for 1d4 rounds unless extinguished.

Fiery Aura (Ex): A fire demon is surrounded by an aura of searing flame that deals 1d6 points of fire damage to every creature within 10 feet. Creatures that suffer damage due to the fire must succeed at a Reflex save (DC 15) or catch on fire. The fire burns for 1d4 rounds unless extinguished. Any unattended flammable objects in this area burst into flames. Treat this effect as an emanation. A fire demon can suppress or activate this ability at will.

Fire Subtype (Ex): A fire demon is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.

Outsider Traits: An elemental demon has darkvision (60-foot range). It cannot be raised or resurrected.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

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.