Magma Hurler (CR 3)
Medium Elemental (Earth, Extraplanar, and Fire)
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +4
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 4d8+28 (46 hp)
Fort +11, Ref +5, Will +4
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +11
Attack: Magma rock +5 ranged or slam +11 melee
Full Attack: Magma rock +5 ranged or slam +11 melee
Damage: Magma rock 3d10+8 plus 1d6 fire, slam 1d6+12
Special Attacks/Actions: Magma rock
Abilities: Str 26, Dex 13, Con 24, Int 7, Wis 12, Cha 11
Special Qualities: elemental traits, immunity to fire, vulnerability to cold
Feats: Iron Will; Weapon Focus (magma rock)
Skills: Listen +5 and Spot +4
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Climate/Terrain: Elemental Plane of Fire
A magma hurler's name is derived from its ability to spit forth a ball of magma into its scoop-like hand, then hurl it to devastating effect. It is slow-moving and bereft of intellect, and it frequently hurls its magma rocks on a whim. It dislikes melee combat and tries to avoid combatants who move to engage it.
Magma Rock (Ex): A magma hurler can spit forth a ball of molten rock into its hand as a move action, as often as once per round. It can throw a magma rock with a range increment of 30 feet (maximum range of 150 feet).
Elemental Traits: A magma hurler has immunity to poison, sleep effects, paralysis, and stunning. It is not subject to critical hits or flanking. It cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life).
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
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.