Elemental, Primal Fire (CR 35)

Colossal Elemental (Fire)
Alignment: Usually neutral
Initiative: +22 (+14 Dex, +8 Superior Initiative); Senses: Listen +48 and Spot +57
Languages: Ignan


AC: 64 (-8 size, +14 Dex, +48 natural) touch 16, flat-footed 50
Hit Dice: 64d8+696 (984 hp); DR: 15/-
Fort +43, Ref +66, Will +39
Speed: 50 ft.
Space: 40 ft. by 40 ft./25 ft.
Base Attack +48; Grapple +75
Attack: Slam +55 melee
Damage: Slam 4d8+11 plus 4d8 fire
Special Attacks/Actions: Burn
Abilities: Str 32, Dex 39, Con 28, Int 8, Wis 13, Cha 13
Special Qualities: Elemental traits, SR 42, fire subtype
Feats: Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Finesse (slam), Weapon Focus (slam); Epic Feats: Blinding Speed, Dire Charge, Epic Will, Superior Initiative
Skills: Jump +19, Listen +48, and Spot +57
Advancement: 97-288 HD (Colossal)
Climate/Terrain: Any land
Organization: Solitary
Treasure: None

Source: Epic Level Handbook

Elemental Traits: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits.

Primal fire elementals are fast and agile, embodiment of flame's fury.

A primal fire elemental looks like colossal sheet of flame with an arm-like appendage on each side. These "arms" seem to flicker back into the creature's flaming body only to spring out again seconds later. The only facial features are two large glowing patches of brilliant blue flame which seem to function as eyes.

A primal fire elemental cannot enter water or any other nonflammable liquid. Unlike lesser fire elementals, primal fire elemental may attempt to evaporate a lesser body of water if blocked. A primal fire elemental is at least 65 feet tall but weighs only 24 pounds. Fire elementals speak Ignan in a voice akin to the sound of a mountainside burning.

Combat

Primal fire elemental attempts to burn creatures and objects of the Material Plane to ashes.

Burn (Ex): Those hit by a primal fire elemental's slam attack must succeed at a Reflex save (DC 67) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out flame.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed Reflex save.

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

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.