Emberling (CR 2)
Small Elemental (Extraplanar, fire, and psionic)
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +0, and Spot +0
Languages: Common, Ignan
AC: 16 (+2 Dex, +1 size +3 natural), touch 13, flat-footed 14
Hit Dice: 3d8+3 (16 hp)
Fort +1, Ref +4, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -2
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 1d4+1d4 fire
Special Attacks/Actions: Burn
Abilities: Str 10, Dex 15, Con 10, Int 12, Wis 11, Cha 12
Special Qualities: Elemental traits, immune to fire, Vulnerability to cold, Psi-like abilities
Feats: Combat Manifestation; Improved Initiative; Improved Natural Attack; Iron Will; Weapon Finesse
Skills: Concentration +6, Intimidation +7, Listen +0, Psicraft +7, and Spot +0
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary or community
Treasure: None or 500 gp in gems
Elemental stewards devote themselves to lives of servitude, competing with one another to be called to service in the hope that one day a psionic character might call them to serve permanently as an elemental envoy (see the Elemental Envoy feat).
Flame wreathes the coal-black skin of this little humanoid-shaped elemental. Its eyes burn with a whiter flame, cycling between ferocity and serenity.
Psi-Like Abilities (ML 2nd): 2/day - energy ray (fire, +4 ranged touch, 2d6+2 damage), matter agitation, psionic daze (DC 12)
Burn (Ex): An emberling's slam attack deals bludgeoning damage plus fire damage from the emberling's flaming body. Those hit by an emberling's slam attack must also succeed on a DC 11 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based. Creatures hitting an emberling with natural weapons or unarmed attacks take fire damage as though hit by the emberling's attack, and also catch on fire unless they succeed on a Reflex save as above.
Emberlings inhabit the Elemental Plane of Fire, where they enjoy steady contemplation of the infinite variation in the shape, color, opacity, and temperature of flames. Quick to anger but just as quick to forgive, these mercurial elementals delight in physical contests and combat as well as philosophical debate.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
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.