Phantom Stalker (CR 3)
Medium Elemental (Fire)
Alignment: Always neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +8 and Spot +8
Languages: Common and Ignan
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Hit Dice: 6d8+12 (39 hp)
Fort +4, Ref +7, Will +2
Speed: 30 ft., fly 60 ft. (average)
Space: 5 ft./5 ft.
Base Attack +4; Grapple -1
Attack: 2 claws +7 melee
Full Attack: 2 claws +7 melee
Damage: 1d4+3 and 1d6 fire
Special Attacks/Actions: Improved grab, burn, fiery death
Abilities: Str 17, Dex 15, Con 14, Int 4, Wis 11, Cha 11
Special Qualities: Polymorph self, elemental, fire subtype
Feats: Improved Initiative
Skills: Listen +8 and Spot +8
Advancement: 7 HD (Medium-size); 8-18 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-5)
A phantom stalker attacks with its claws, attempting to grab its opponent and pull it into its body to burn it.
Improved Grab (Ex): To use this ability the phantom stalker must hit with both of its claw attacks. If it does, it can burn the opponent.
Burn (Ex): Those hit by a phantom stalker's claw attacks must succeed at a Reflex save (DC 15) or catch fire. The flame burns for 1d4 rounds (see Catching Fire, page 86 in the Dungeon Master's Guide). A burning creature can take a move-equivalent action to put out the flame.
Creatures hitting a phantom stalker with natural weapons or unarmed attacks take fire damage as though hit by the stalker's attack, and also catch fire unless they succeed at a Reflex save (same DC).
Polymorph Self (Su): As the spell cast by an 8th-level sorcerer. Fiery Death (Ex): When a phantom stalker is reduced to 0 hit points or less, it explodes in a fiery blast equivalent to a fireball as cast by a 6th-level sorcerer (save DC 13).
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Fire Subtype (Ex): Fire immunity, double damage from cold, except on a successful save.
The Phantom Stalker first appeared in the Fiend Folio (1981).
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.