Ironheart, Servant Of Fire (CR 5)

Medium Outsider (Extraplanar and Fire)
Alignment: Neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +9, and Spot +9

AC: 22 (+1 Dex, +6 natural, +4 scale mail, +1 light steel shield), touch 11, flat-footed 21
Hit Dice: 5d8+15 (41 hp)
Fort +9, Ref +5, Will +10
Speed: 30 ft. (20 ft. in scale mail)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +6
Attack: +1 warhammer +8 melee or masterwork light pick +7 melee
Full Attack: +1 warhammer +8 melee or masterwork light pick +7 melee
Damage: +1 warhammer 1d8+3/x3 plus 1 fire, masterwork light pick 1d4+2/x4 plus 1 fire
Special Attacks/Actions: Heat, smite good, spells, rebuke undead 3/day (+0, 2d6+3, 3rd), spontaneous casting (inflict)
Abilities: Str 15, Dex 12, Con 16, Int 10, Wis 18, Cha 10
Special Qualities: enlarge spell, immunity to fire, omen, resistance to cold 5, SR 16, vulnerability to cold, (Male Azer Cleric 3)
Feats: Power Attack; Spell Focus (evocation); Weapon Focus (warhammer)
Skills: Climb +4, Concentration +6, Hide 3, Jump +1, Knowledge (religion) +4, Knowledge (the planes) +2, Listen +9, Search +5, Spellcraft +2, and Spot +9
Advancement: By character class
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary
Treasure: Standard coins; double goods (non-flammables only); standard items (non-flammables only)

Source: Weapons of Legacy

Heat (Ex): Ironheart generates so much heat that his mere touch deals an extra 1 point of fire damage. His metallic weapons also conduct this heat.

Smite Good (Su): Once per day, Ironheart can make a normal melee attack to deal 5 extra points of damage against a good foe.

Spells: Ironheart casts spells as a 3rd-level cleric.

Typical Cleric Spells Prepared (CL 3rd): 0 - detect magic, read magic, resistance (2); 1st - bane (DC 15), burning hands* (DC 16), doom (DC 15), shield of faith; 2nd - cure moderate wounds, death knell (DC 16), spiritual weapon*.

*Domain spell: Domains: Fire (turn water creatures or rebuke fire creatures 3/day), War (proficiency and weapon focus with favored weapon).

Enlarge Spell (Su): Ironheart can cast up to three spells per day of up to 3rd level that are empowered as though using the Empower Spell metamagic feat. Using this ability does not change the spell slot of the altered spell.

Cure Moderate Wounds (Sp): Three times per day, Ironheart can use cure moderate wounds as the spell by touching the item to the creature to be healed (including himself) and speaking a command word. This ability can instead deal damage to undead creatures. The save DC is 13, or 12 + your Charisma modifier, whichever is higher.

Omen: A reek of brimstone swirls around Ironheart. This counts as a strong smell for the purpose of scent.

Possessions: Masterwork scale mail, masterwork light steel shield, +1 warhammer, 2 potions of cure moderate wounds, potion of bull's strength.

Extraplanar Subtype

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.

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.