Ooze, Bloodfire (CR 7)

Huge Ooze (Fire)
Alignment: Always neutral evil
Initiative: +1(Dex); Senses: blind, blindsight 60 ft., and Listen +0
Languages: -

AC: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Hit Dice: 12d10+84 (150 hp)
Fort +11, Ref +5, Will +4
Speed: 30 ft.
Space: 15 ft.; Reach 10 ft.
Base Attack +9; Grapple +24
Attack: Melee: slam +14 (1d8+10 plus 2d6 fire)
Special Attacks/Actions: flame burst
Attack Options: burning blood
Abilities: Str 24, Dex 13, Con 24, Int -, Wis 11, Cha 4
Special Abilities: Immune: fire; ooze immunities; Resist acid 10, electricity 10; SR 19; Weakness: vulnerability to cold
Special Qualities: empower fire spells, ooze traits
Skills: Listen +0
Advancement: 13-24 HD (Huge); 25-48 HD (Gargantuan)
Climate/Terrain: Areas of evil or fire
Organization: None
Treasure/Possessions: Standard

Source: Monster Manual IV

Burning Blood (Ex) A bloodfire ooze's body produces tremendous heat. Any creature that strikes or touches a bloodfire ooze with its body or a weapon, or that grapples a bloodfire ooze, automatically takes 2d6 points of fire damage. A creature takes damage from this ability only once per turn.

Flame Burst (Su) A bloodfire ooze can activate a flame burst as a standard action once per round. Any creature within 10 feet must succeed on a DC 23 Reflex save or take 6d6 points of fire damage. A successful save results in half damage. The save DC is Constitution-based.

Empower Fire Spells (Su) Any spell or spell-like ability with the fire descriptor that is cast within 60 feet of a bloodfire ooze is empowered as if by the Empower Spell feat. In order to trigger this effect, both the spellcaster and the spell's origin point must be within the affected area.

A bloodfire ooze is the unholy result of mixing an immense quantity of blood from innocent beings with the ichor of a demon. It is dimly aware of its surroundings and burns with intense heat.

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.