Harginn (Fire Grue) (CR 2)
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 3d8+3 (16 hp)
Fort +2, Ref +6, Will +1
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +2
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 1d4 plus 1d6 fire
Special Attacks/Actions: Fire spray
Abilities: Str 11, Dex 16, Con 12, Int 9, Wis 11, Cha 8
Special Qualities: Blur, elemental traits, immunity to fire, spell disruption, vulnerable to cold
Feats: Alertness; Weapon Finesse
Skills: Jump +6, Listen +4, and Spot +4
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Climate/Terrain: Elemental Plane of Fire
Treasure/Possessions: Spell object or none
Spell Disruption (Su): The very presence of an elemental grue interferes with spells that affect the grue's associated element. Any spellcaster within 40 feet of a chaggrin who casts a spell with the same descriptor as the grue's element (earth, fire, air, or water) must succeed on a DC 15 caster level check or have the spell fail. Within the same area of any such spell currently in effect, a grue has a chance to dispel the effect as a free action, as if casting a targeted dispel magic (caster level 10th).
Harginns typically rush into melee, counting on their speed and agility to protect them while they battle wildly.
Fire Spray (Sp): As a standard action, a fire grue can create a 30-foot cone of fire, dealing 2d6 points of fire damage (Reflex DC 11 half). This ability is the equivalent of a 2nd-level spell.
Blur (Sp): Fire grues naturally flicker and waver continuously as if under the effect of a blur spell (caster level 10th). They have concealment against all attacks by creatures that rely on sight.
Each type of grue has its own unique combat abilities and tactics, but all share some qualities. An elemental grue's natural attacks, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
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).
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.