Zezir (CR 6)
Medium Magical Beast (Fire)
Alignment: Usually chaotic evil
Initiative: +4 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +7, and Spot +7
AC: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Hit Dice: 9d10+45 (94 hp)
Fort +10, Ref +10, Will +6
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +13
Attack: Bite +8 melee* or spark stream +13 ranged touch
Full Attack: Bite +8 melee (1d8+9) and claws +3 melee* or spark stream +13 ranged touch
Damage: Bite 1d8+9*, Claw 1d6+7*, spark stream 2d6 fire (*Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Flammable spray, spark stream
Abilities: Str 18, Dex 18, Con 19, Int 5, Wis 12, Cha 13
Special Qualities: fast healing 6, immunity to fire, vulnerability to cold
Feats: Ability Focus (flammable spray); Endurance; Improved Toughness; Iron Will; Power Attack; Run
Skills: Listen +7 and Spot +7
Advancement: 10-14 HD (Medium); 15-21 HD (large)
Climate/Terrain: Warm deserts
Organization: Solitary, pair, or pack (3-8)
Treasure: 50% coins, 50% goods, 50% items
Monster Manual III
Zezirs are fast and agile, but not particularly stealthy. A pack typically posts a lookout near the site of a possible ambush, while the rest of the creatures lie in wait several hundred feet away. Once possible prey is spotted, the zezir scout returns to report the size and direction of the target. The pack then heads off at a run to intercept. Once they reach their objective, the zezirs run through and by their targets. The first zezirs of the pack spray their opponents with their sticky flammable spray, and the following zezirs use their spark stream attack to set the very air on fire. The zezirs often retreat to a safe distance to watch the burning, repeating the tactics if necessary.
A zezir normally attacks using its Power Attack feat, taking a -5 penalty on its attack rolls and gaining a +5 bonus on damage rolls.
Flammable Spray (Ex): As a standard action, a zezir can expel a sticky, superheated, highly flammable goo from glands in its neck every 1d4 rounds. The goo fills a 30-foot cone and deals 2d6 points of fire damage (Reflex DC 20 half). The save DC is Constitution-based.
If any open fire (such as a torch or a flaming sword) is present within this area or enters the area in the following round, the entire area bursts into flame for 3 rounds. This effect deals 1d6 points of fire damage every round to all creatures and objects within the area (no save).
Spark Stream (Su): As a standard action, a zezir can shoot of stream of sparks at an opponent from its mouth as a ranged touch attack. The spark stream has a range of 30 feet and no range increment.
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.