Cinder RatCreature 3
Source Pathfinder Monster Core
Perception +9 (darkvision, smoke vision)
Languages none
Skills Acrobatics +10, Stealth +10, Survival +9
Str +2, Dex +3, Con +2, Int -4, Wis +2, Cha +0
AC 18; Fort +9; Reflex +12; Will +6;
HP 45
Speed 40 feet
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses Cold 5, Water 5
Jaws
+10 (+5, +0) to hit (finesse, unarmed) 1d8+4 Fire + 1d4 FireSmoke Vision
The cinder rat ignores the Concealed condition from smoke.
Fetid Fumes (aura, fire)5 feet.
A creature that enters the aura or begins its turn there must succeed at a DC 22 fortitude save or become Sickened 1.
Everything within the aura, including the cinder rat, is Concealed by smoke.
These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh. Even other fire elementals find cinder rats unpleasant and are glad when they're summoned away from the Plane of Fire.
Fire elementals are destructive manifestations of the scorching Plane of Fire. Although most fire elementals revel in the chance to experience new kinds of fires away from their home plane, even the most considerate fire elemental can be a danger to humanoids and their property.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ElementalCreatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.