Elemental, Medium, Fire (CR 3)
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 4d8+8 (26 hp)
Fort +3, Ref +7, Will +1
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Slam +6 melee
Full Attack: 2 slams +6 melee
Damage: Slam 1d6+1 and 1d6 fire
Special Attacks/Actions: Burn
Abilities: Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Special Qualities: Elemental, immunity to fire, vulnerable to cold
Feats: Dodge; Improved Initiative; Mobility; Weapon Finesse
Skills: Listen +3 and Spot +4
Advancement: 5-7 HD (Medium)
Climate/Terrain: Elemental Plane of Fire
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.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.