Paraelemental, Magma-Elder (CR 11)

Huge Elemental (Earth and Fire)
Alignment: Usually neutral
Initiative: -1 (Dex); Senses: Listen +26 and Spot +26
Languages: Ignan and Terran

AC: 21 (-2 size, -1 Dex, +14 natural), touch 7, flat-footed 21
Hit Dice: 24d8+120 (228 hp); DR: 15/magic
Fort +19, Ref +7, Will +8
Speed: 30 ft.
Space: 5 ft./15 ft.
Base Attack +18; Grapple +22
Attack: Slam +27 melee
Full Attack: Slam +27 melee
Damage: Slam 2d10+16
Special Attacks/Actions: Burn
Abilities: Str 33, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Special Qualities: Elemental, fire subtype
Feats: Cleave; Great Cleave; Improved Bull Rush; Improved Critical (slam); Power Attack
Skills: Listen +26 and Spot +26
Advancement: 25+ HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: None

Source: Manual of the Planes

Burn (Ex): Those grappled by a magma paraelemental or hit by its slam attack must succeed at a Reflex save (DC 21) or catch fire. The fire burns for 1d4 rounds (see Catching on Fire). A burning creature can take a move-equivalent action to put out the flame.

Creatures hitting a magma paraelemental with natural weapons or unarmed attacks must likewise make a Reflex save to avoid catching fire.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Magma paraelementals love to charge into melee combat. Given a chance, they'll grapple foes smaller than they are.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

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.