Ooze, Conflagration (CR 7)
AC: 22 (-1 size, +14 natural), touch 8, flat-footed 22
Hit Dice: 7d10+28 (66 hp); DR: 5/bludgeoning
Fort +6, Ref +4, Will +3
Speed: 30 ft., climb 10 ft.
Space: 10 ft./10 ft.
Base Attack +15; Grapple +35
Attack: Slam +19 melee
Full Attack: 2 slams +19 melee
Damage: Slam 2d6+6 plus 1d6 fire
Special Attacks/Actions: Fire in the blood, improved grab, spell-like abilities
Abilities: Str 23, Dex 10, Con 18, Int 9, Wis 12, Cha 13
Special Qualities: immunity to fire, ooze traits, vulnerability to cold
Feats: Ability Focus (fire in the blood); Improved Initiative; Lightning Reflexes; Weapon Focus (slam)
Skills: Climb +14, Hide +12, Listen +6, and Move Silently +12
Advancement: 8-11 HD (Large); 12-21 HD (Huge)
Monster Manual III
Fire in the Blood (Su): A potent fiery toxin flows through the body of a conflagration ooze. Any creature grappled or pinned by the ooze must make a successful DC 19 Fortitude save as the fiery toxin seeps through the victim's skin (or whatever surface passes for its skin) and into its blood (or life-supporting fluid, such as sap in a plant creature). Success indicates the creature takes 1d6 points of fire damage in addition to any damage already dealt by the slam or grapple, as the fire burns and sears the creature. Failure indicates that the toxin has taken hold of the creature's body and has begun converting portions of its blood into liquid flame. The creature takes 1d4 points of Constitution damage and 2d6 points of fire damage, in addition to any damage already dealt by the slam or grapple. Each round the creature remains grappled by the ooze, and for 1 round afterward, it must make another DC 19 Fortitude save to reduce or avoid the same effects.
As a creature that fails its saves takes Constitution damage, the flaming blood burns through the victim's skin in small patches that increase in size the more Constitution damage accrues. Tiny rivulets of flame leak from these holes, as well as from the creature's ears, nose, and mouth, running down the victim's body and giving it an unearthly, terrible appearance.
Creatures that lack a Constitution score, such as constructs and undead, or any sort of life-dependent body fluid, such as elementals, are immune to the Constitution damage from this ability but are still subject to the fire damage.
Improved Grab (Ex): To use this ability, the conflagration ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to deal slam damage with a successful grapple check. The ooze can also attempt to use fire in the blood against the grappled target.
Spell-Like Abilities: 1/day - confusion (DC 15), deep slumber (DC 14), hold monster (DC 16). Caster level 10th.
Skills: Conflagration oozes have a +8 racial bonus on Hide checks , Move Silently checks and Climb checks.
Variant Conflagration Ooze
Occasionally, those who have encountered conflagration oozes and survived meet others of a similar experience. In the course of comparing their respective war stories, these individuals sometimes discover that the creature they faced had one ability the other group's did not and assume the creatures to have been different monsters entirely. These individuals would be wrong.
Highly magical creatures, some rare conflagration oozes have evolved beyond the abilities normally associated with standard creatures of their species, gaining a new, deadly ability in the process. These conflagration oozes have a death throes special ability that allows them to expose their foes to their deadly fiery toxin even after death. The CR of these variant conflagration oozes is increased by 1, since it's entirely likely that the lethal creatures manage to mortally wound an opponent in the course of their own death.
Death Throes (Ex): When killed, a conflagration ooze explodes in a fiery flash of goo that deals 3d6 points of fire damage and 3d6 points of bludgeoning damage to anything within 20 feet. Creatures that make a DC 17 Reflex save take half damage.
In addition, creatures caught within the blast are exposed to the ooze's fiery toxin. These creatures must make a DC 17 Fortitude save or take 1d4 points of Constitution damage and an additional 2d6 points of fire damage. Only creatures that take damage from the initial blast must make this second save. The save DCs are Constitution-based.
A conflagration ooze begins a battle with its spell-like abilities, hoping to immobilize some of its opponents before engaging in melee. Once it closes in, it attempts to grapple its foes and infuse them with the fiery toxin that surges through its body.
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.