Paraelemental, Magma-Medium (CR 3)
Medium Elemental (Earth and Fire)
Alignment: Usually neutral
Initiative: -1 (Dex); Senses: Listen +7 and Spot +7
Languages: Ignan and Terran
AC: 17 (-1 Dex, +8 natural), touch 9, flat-footed 17
Hit Dice: 4d8+12 (30 hp)
Fort +7, Ref +0, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -1
Attack: Slam +8 melee
Full Attack: Slam +8 melee
Damage: Slam 1d8+7
Special Attacks/Actions: Burn
Abilities: Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Special Qualities: Elemental, fire subtype
Feats: Power Attack
Skills: Listen +7 and Spot +7
Advancement: 5-7 HD (Medium-size)
Climate/Terrain: Any land and underground
Manual of the Planes
Magma paraelementals love to charge into melee combat. Given a chance, they'll grapple foes smaller than they are.
Burn (Ex): Those grappled by a magma paraelemental or hit by its slam attack must succeed at a Reflex save (DC 11) or catch fire. The fire burns for 1d4 rounds (see catching on Fire, page 86 of the DUNGEON MASTER's Guide). A burning creature can take a move-equivalent action to put out the flame.
Creatures hitting a magma paraelemental with natural weapons or unarmed attacks must likewise make a Reflex save to avoid catching fire.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
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 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.