Holocaust Disciple (CR 15)

Large Elemental (Extraplanar and Fire)
Alignment: Always neutral evil
Initiative: +14(+10 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +23, and Spot +23
Languages: Common, Draconic, Ignan, Terran

AC: 26 (-1 size, +10 Dex, +7 natural), touch 19, flat-footed 16
Hit Dice: 26d8+104 (221 hp); DR: 10/magic
Fort +20, Ref +28, Will +21
Speed: 30 ft. and Fly 40 ft. (perfect)
Space: 10 ft.; Reach 10 ft.
Base Attack +19; Grapple +28
Attack: Melee: fire bolt +24 touch (8d6 fire/19-20); Ranged: fire bolt +24 touch (8d6 fire/19-20)
Special Attacks/Actions: flame wave
Attack Options: magic strike
Abilities: Str 21, Dex 31, Con 19, Int 14, Wis 20, Cha 22
Special Abilities: Spell-Like Abilities (CL 18th)
Special Qualities: Elemental traits:(immune to critical hits, electricity, flanking, paralysis, petrification, poison, sleep effects, sneak attacks, stunning); elemental grace
Feats: Ability Focus (flame wave), Alertness, Combat Casting, Great Fortitude, Improved Critical (fire bolt), Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (fire bolt),
Skills: Climb +21, Concentration +24, Knowledge (arcana) +18, Knowledge (the planes) +18, Listen +23, Spellcraft +20, Spot +23, and Survival +5 (+7 on other planes)
Advancement: 27-40 HD (Large)
Climate/Terrain: Native to the Elemental Plane of Fire
Organization: None
Treasure/Possessions: Standard

Source: Monster Manual IV

The avatars of Elemental Evil have only recently appeared. Each avatar is the living will of an Prince of Elemental Evil. It contains a tiny fragment of the corresponding prince's essence and exists solely to advance its creator's cause on the Material Plane. The avatars gather at important sites such as recently discovered elemental nodes or other places that might be key to returning the Eye to the world. Sometimes they serve as mighty engines of war for the clerics of the Elder Elemental Eye.

The simmering war between each faction of the Elder Elemental Eye's priests draws in the avatars as well. These creatures are just as likely to turn against each other as they are to ally against a powerful threat.

Heat Aura (Su): At the end of each of their turns, creatures within 15 feet of a holocaust disciple must succeed on DC 27 Fortitude saves or be fatigued. A successful save negates the effect. A fatigued creature that fails its save becomes exhausted. A creature must attempt this saving throw each round it is within range, whether or not it has succeeded on an earlier save. A creature that has resistance or immunity to fire damage is immune to this effect, as is a creature that is not subject to the effects of extreme heat conditions. The fatigued and exhausted conditions end 1 minute after leaving the aura's area of effect. The save DC is Constitution-based.

Fire Bolt (Su): A holocaust disciple can aim a bolt of fire at a single target as a melee or ranged touch attack. The ranged touch attack has a maximum range of 200 feet with no range increment.

Flame Wave (Su): Once per round as a standard action, a holocaust disciple can generate a wave of flame that rolls out from its body. Any creature within 60 feet of the holocaust disciple must succeed on a DC 29 Reflex save or take 13d6 points of fire damage. A successful save results in half damage. The save DC is Constitution-based.

The flame wave damage increases by 1d6 for every 2 additional HD the flame holocaust disciple possesses.

Elemental Grace (Su): A holocaust disciple gains a bonus equal to its Charisma bonus on saving throws. Included above.

Extraplanar Subtype

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.

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.