Phoelarch (CR 6)

Medium Monstrous Humanoid (Fire)
Alignment: Always chaotic good
Initiative: +3 (Dex); Senses: darkvision 60 ft., Spot +8, and listen +8
Languages: Ignan


AC: 18 (+3 Dex, +2 natural, +3 studded leather armor), touch 13, flat-footed 15
Hit Dice: 7d8+14 plus 7 (52 hp)
Fort +6, Ref +8, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +9
Attack: Masterwork falchion +10 melee
Full Attack: Masterwork falchion +10/+5 melee
Damage: Masterwork falchion 2d4+3/18-20 plus 1d6 fire
Special Attacks/Actions: Death throes, heat, spell-like abilities
Abilities: Str 14, Dex 17, Con 15, Int 10, Wis 12, Cha 17
Special Qualities: healing fire, immunity to fire, immunities, rise from the ashes, SR 18, vulnerability to cold
Feats: Alertness; Empower Spell-like Ability (scorching ray); Great Fortitude; Improved Toughness; Quick Draw
Skills: Concentration +8, Spot +8, Survival +6, and listen +8
Advancement: By character class
Climate/Terrain: Temperate forests
Organization: Solitary
Treasure: Standard, plus masterwork falchion

Source: Monster Manual III

Combat

A phoelarch is a deadly combatant at a distance and in melee. In a fight, it prefers to rely on its empowered scorching ray and other spell-like abilities as long as possible, engaging in melee with its falchion only if necessary. Charismatic and engaging, a phoelarch is rarely encountered alone. One is frequently accompanied by companions of similar interests, or by loyal followers.

Death Throes (Su): When slain, a phoelarch explodes in a blinding burst of fire that deals 10d6 points of fire damage to anything within 20 feet (Reflex DC 15 half). The save DC is Constitution-based.

Heat (Ex): A phoelarch generates so much heat that merely touching it deals 1d6 points of fire damage to the toucher. The phoelarch's metallic weapon also conducts this heat. A phoelarch can suppress or resume this ability as a free action.

Healing Fire (Su): Any fire attack that would normally deal damage instead heals a phoelarch. Any fire effect targeted on a phoelarch heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the phoelarch to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a phoelarch exposed to a fireball that deals 30 points of damage would heal up to 10 points of damage, or provide the phoelarch with up to 10 temporary hit points.

Immunities (Ex): A phoelarch is immune to disease and poison.

Rise From the Ashes (Su): When a phoelarch is slain (reduced to -10 hit points or below), its body is immolated, leaving nothing but ash and a chrysalis form in the shape of a small black glass egg roughly 6 inches across. The egg remains dormant for 24 hours, after which time it hatches, releasing a fully grown phoera.

The ash and chrysalis left behind when a phoelarch dies can be used to resurrect the phoelarch, but the creature cannot be raised by any means. Once a phoera has burst free from its chrysalis, the phoelarch cannot be brought back to life by any means. A gentle repose spell or similar magic cast on a chrysalis can keep the egg from hatching, allowing the phoelarch to possibly be brought back to life at a later time. Once the gentle repose effect ends, however, the egg hatches 24 hours later.

A wish or miracle spell used in conjunction with a resurrection effect can restore a phoelarch to life after its chrysalis has hatched.

Spell-like Abilities: At will - light, scorching ray (DC 15); 3/day - produce flame; 1/day - fire shield (warm shield only). Caster level 10th.

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.