/ 106. A Gathering of Fire Fire Elemental, Medium Medium-Size Elemental (Fire); CR 3; HD 4d8+8 (26 hp);
Init +7 (+3 Dex, +4; Spd 50 ft.;
AC 16 (+0 size, +3 Dex, +3 natural); Atks Slam +6 melee; Dmg Slam 1d6+1 and 1d6 fire;
SA Burn; SQ Elemental, fire subtype; AL N; SV Fort +3, Ref +7, Will +1
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Improved Initiative, Weapon Finesse (slam)
Burn (Ex): Those hit by a fire elemental‘s slam attack must succeed at a Reflex save(DC 14) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch fire unless they succeed at a Reflex save.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
107. Guards Human War1; CR 1; HD 1d8+2; HP 5,6,8 ea;
Init +1; Spd 20 ft;
AC 18(touch 11, flat footed 17); Atk +5 melee(1d10+2/19-20, mw bastard sword) or +2 ranged (1d8/x3, longbow);
AL: NE; SV Fort +4, Ref +1, Will +1;
Str 15, Dex 13, Con 14, Int 11, Wis 12, Cha 8;
Skills: Climb +0; Intimidate +3; Jump +0;
Feats: Exotic Weapon Prof. (bastard sword), Weapon Focus (bastard sword).
Possessions: MW banded mail, small wooden shield, MW bastard sword, longbow, 20 arrows, potion of cure light wounds
Elf Warriors: Male and female elf War1; CR 1; Medium-size humanoid (elf); HD 1d8; HP 4,5,5;
Init +3, Spd 20’; AC 18(touch 13, flat-footed 15);
Atk +5 melee (1d8+3/19-20, MW longsword) or +4 ranged (1d6+2/x3, mighty comp. Shortbow [+2 Str bonus]);
SQ Immune to sleep, low-light vision, +2 bonus on saves against enchantment effects; AL CE; Fort +2, Ref +3, Wil –1;
Str 15, Dex 16, Con 11, Int 12, Wis 8, Cha 10.
Skills: Climb +2, Jump +2, Listen +1, Search +3, Spot +3,
Feats: Weapon Focus (longsword).
Possessions: Breastplate, MW longsword, mighty comp. Shortbow (+2 Str bonus), 20 arrows, 2 potions of cure light wounds
Virith: female elf War4; CR 3; Medium-size humanoid (elf); HD 4d8; HP 20;
Init +3, Spd 30’; AC 17(touch 13, flat-footed 14);
Atk +8 melee (1d8+4/19-20, MW longsword) or +7 ranged (1d8+3/x3, MW mighty comp. longbow [+3 Str bonus]);
SQ Immune to sleep, low-light vision, +2 bonus on saves against enchantment effects; AL CE; Fort +4, Ref +4, Wil +1;
Str 16, Dex 16, Con 11, Int 9, Wis 10, Cha 12.
Skills: Intimidate +5, Jump +5, Listen +2, Ride(horse) +4, Search +1, Spot +2
Feats: Point Blank Shot, Precise Shot
Possessions: MW mighty Comp. longbow (+3 str bonus), 20 MW arrows, mithral shirt, MW longsword, potion of blur, potion of endurance, Quaal's feather token (bird)

108. and 109.Mephit, Fire Small Outsider (Fire); CR 3; HD 3d8 (13 hp); HP 11,12,13,15, (13, 15 area 109)
Init +5 (+1 Dex, +4); Spd 30 ft., fly 50 ft. (average);
AC 16 (+1 size, +1 Dex, +4 natural); Atks 2 claws +4 melee; Dmg Claw 1d3 and 2 fire;
SA Breath weapon, spell-like abilities, summon mephit; SQ Fire subtype, fast healing 2, damage reduction 5/+1;
AL N; SV Fort +3, Ref +4, Will +3
Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +5, Hide +11, Listen +6, Move Silently +7, Spot +6
Feats: Improved Initiative
Breath Weapon (Su): Cone of fire, 15 feet; damage 1d8, Reflex half DC 12; every 1d4 rounds
Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-heat metal as the spell cast by a 6th-level sorcerer; DC 12 + Spell lvl
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Fast Healing (Ex): Mephits heal 2 points of damage each round, provided it is touching a flame at least as large as a torch.

112. Hell Hound Medium-Size Outsider (evil, fire, lawful); CR 3; HD 4d8+4 (22 hp);
Init +5; Spd 40;
AC 16 (+1 Dex, +5 natural; touch 11, flat-footed 15); Atk +5 melee (1d8+1, bite);
SA Breath weapon; Grapple +5;SQ: Scent, fire subtype, darkvision 60ft.
AL LE; SV Fort +5, Ref +5, Will +4;
Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6.
Skills: Hide +11, Listen +5, Move Silently +13, Spot +7*, Wilderness Lore +0*.* Hell hounds receive a +8 racial bonus to Spot checks and Wilderness Lore checks when tracking by scent, due to their keen sense of smell.
Feats: Improved Initiative, Track.
Breath Weapon (Su): Cone of fire, 30ft; every 2d4 rounds; damage 1d4+1, reflex ½ DC 13. The fiery breath also ignites any flammable materials within the cone. Hell hounds can use their breath weapon while biting.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

113. BarracksArlainth Medium-Size Humanoid (half-elf); Male Half-Elf Sorcerer 6; CR 6; HD 6d4 (20 hp);
Init +1; Spd 30;
AC 11 (+1 Dex; touch 11, flat footed 10); Atk +1 melee (1d4-2/19-20, dagger) or +4 ranged (1d8/19-20, light crossbow); Grapple +5;
SQ: Immune to sleep, lowlight vision, +2 on saves vs. enchantment effects.
AL CE; SV Fort +2, Ref +3, Will +6;
Str 6, Dex 13, Con 11, Int 14, Wis 12, Cha 18.
Skills: Alchemy +10, Knowledge (arcana) +6, Listen +6, Search +3, Spellcraft +10, Spot +6.
Feats: Brew Potion, Spell Focus (evocation), Greater Spell Focus (evocation).
Spells Known (6/7/6/4; base DC = 14+ spell level, DC = 18+spell level for evocation spells marked by *):
1st (7)– lesser fire orb*, expeditious retreat, mage armor, magic missile;
2nd (6)– darkbolt, flaming sphere*;
3rd (4)– fireball*.
Possessions: wand of fireball (6th level caster, 14 charges), dagger, light crossbow, quiver with 10 bolts, arcane scroll of invisibility, potion of cure serious wounds, potion of darkvision, potion of charisma, potion of aid.

115. Salamander BlackguardSkassik Medium-Size Outsider (fire); Male Salamander Fighter 1/Blackguard 3; CR 9; HD 8d8+7 plus 4d10+4 (74 hp); Init +1; Spd 15 (base 20);
AC 24 (+7 half-plate, +7 natural; touch 10, flat-footed 24); Atk +14/+9/+4 melee (2d6+3/17-20 and 1d6+1 fire, masterwork barbed greatsword) and +14 melee (2d6+1 and 1d6+1 fire, tail slap);
SA Command undead 5/day, constrict, poison, smite good (1/day, +2 attack, +3 damage); Grapple +14; SQ: Blackguard abilities, damage reduction 10/+1, fire subtype, darkvision 60ft.
AL CE; SV Fort +14, Ref +10, Will +11;
Str 15, Dex 13, Con 12, Int 14, Wis 15, Cha 14.
Skills: Craft (metalworking) +16 Escape Artist +4, Hide +5, Intimidate +5, Knowledge (religion) +4, Listen +14, Move Silently +8, Search +12, Spot +14.
Feats: Alertness, Cleave, Improved Critical (greatsword), Multiattack, Power Attack
Constrict (Ex): Skassik deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to large size.
Poison (Ex): Giant wasp poison. Fortitude save DC 18; 1d6 Dex/1d6 Dex.
Blackguard Abilities: Detect good at will, aura of despair (enemies within 10ft suffer -2 morale penalty on all saves).
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Possessions: bright red half-plate armor, masterwork barbed greatsword, ring of feather falling, giant wasp poison (2 doses).

/ 116. Zert Medium-Size Humanoid (human, dark skin and hair w/ streks of gray); Male Human Fighter 8; CR 8; HD 8d10+8 (52 hp);
Init +6; Spd 20 (base 30); AL CE;
AC 17 (+7 half-plate; touch 10, flat-footed 17); Atk +11/+6 melee (1d6+6/17-20 and 1d6 fire, +1 flaming short sword) and +12 melee (1d6+5/17-20, sword of fire);
SA Sword of fire; Grapple +11; SQ: Endure elements (fire) when sword of fire drawn.
SV Fort +7, Ref +4, Will +1; Str 17, Dex 15, Con 12, Int 13, Wis 9, Cha 10.
Skills: Climb +7, Handle Animal +7, Jump +7, Ride (horse) +5, Swim +7.
Feats: Ambidexterity, Cleave, Dodge, Improved Critical (shortsword), Improved Initiative, Power Attack, Two-Weapon Fighting, Weapon Focus (shortsword), Weapon Specialization (shortsword).
Possessions: half-plate armor(dark green with a scaley pattern), sword of fire, +1 flaming short sword(glows with a red light), potion of endurance(ox head stamped into the wax on the stopper), lesser key of fire, iron key (opens chest in area 116), 2 alchemists fire.
Sword of Fire: This +2 shortsword has a red lozenge shape set into the pommel, indicating its elemental alliance. When the sword is drawn, the wielder gains the effect of endure elements (fire). Once per day, the wielder can project a blast of flame from the blade that inflicts 4d6 points of fire damage as a ranged touch attack with a range of 40ft.
117. Rast Medium-Size Outsider (fire); HD 4d8+4 (hp 22);
Init +5; Spd fly 50 (good); AL N;
AC 15 (+1 Dex, +4 natural; touch 11, flat-footed 14); Atk +6 melee (1d4+2, 4 claws) or +6 melee (1d8+3, bite);
SA Paralyzing gaze, improved grab, blood drain; Grapple +6; SQ: Flight, fire subtype, darkvision 60ft.
SV Fort +5, Ref +5, Will +5; Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12.
Skills: Hide +5, Listen +7, Move Silently +7.
Feats: Dodge, Improved Initiative.
Paralyzing Gaze (Su): Fortitude save DC 13, paralyzed for 1d6 rounds, 30ft.
Improved Grab (Ex): A rast that succeeds with its bite attack can attempt to grapple.
Blood Drain (Ex): A rast grappled with an opponent and biting deals 1 pt of temporary constitution damage per round from the blood loss.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Flight (Su): A rast can fly as the spell cast by an 11th level sorcerer, as a free action. A rast that loses this ability falls and can perform only partial actions.
119. The Playroom Firre Oranac Small Humanoid (gnome); Male Gnome Fighter 3/Cleric 4; CR 7; HD 3d10+9 plus 4d8+12 (58 hp);
Init +7; Spd 15 (base 20); AL CE;
AC 22 (+1 size, +2 Dex, +6 chainmail, +3 large shield; touch 14, flat-footed 20); Atk +11/+6 melee (1d6+3/19-20, +1 shortsword) or +11/+6 ranged (1d6+2/x3, mighty composite shortbow [+1 Str]);
SA Rebuke undead 2/day, poison; Grapple +3; SQ: Lowlight vision, speak with burrowing animals, +2 bonus on saves against illusions, +1 on attacks vs. kobolds and goblinoids, +4 dodge vs. giants, Cantrips (DC 10, 25% arcane spell failure chance, 1st level sorcerer): 1/day – dancing lights, ghost sound, prestidigitation., Deity: EEE. Domains: (Evil, Fire). Insanity 2
SV Fort +11, Ref +6, Will +7; Str 12, Dex 16, Con 17, Int 11, Wis 15, Cha 9.
Skills: Climb +3, Concentration +8, Hide +3, Knowledge (religion) +5, Listen +7.
Feats: Dodge, Improved Initiative, Mobility, Point Blank Shot, Weapon Focus (shortsword).
Spells Prepared (5/5/4; base DC = 13+spell level, * Domain spell.):
1st(5) – burning hands*, command, cure light wounds(x2), divine favor;
2nd(4) – bull’s strength, hold person, produce flame*, spiritual weapon.

Possessions:+1 shortsword, +1 chainmail, +1 large steel shield, bracers of health +2(flaming hammer inscribed on each), mighty composite shortbow (+1 Str), quiver with 20 arrows, 8gp, fire temple symbol, lesser key of fire, pair of keys (for chest in area 118), 3 doses of deathblade poison (Fort DC 20; 1d6 Con/2d6 Con).
120. Tessimon Medium-Size Humanoid (human); Female Human Cleric 9; CR 10; HD 9d8+18 (61 hp);
Init -1; Spd 20 (base 30);
AC 19 (-1 Dex, +8 full plate, +2 large shield; touch 9, flat-footed 19); Atk +11/+6 melee (1d8+3, masterwork heavy mace with demonic right arm) or +9 melee (6, 3 tentacles from lesser tentacle rod) or +9/+4 melee (1d6+3, demonic right arm claw) or +5 ranged (1d8/19-20, light crossbow);
SA Rebuke undead 5/day, demonic right arm; Grapple +9; SQ Demonic Right Arm, Deity: EEE. Domains: (Evil, Fire), Insanity 4
AL CE; SV Fort +8, Ref +2, Will +7;
Str 12, Dex 9, Con 14, Int 14, Wis 16, Cha 14.
Skills: Concentration +14, Heal +15, Knowledge (religion) +14, Profession (herbalist) +13, Spellcraft +14.
Feats: Brew Potion, Empower Spell, Scribe Scroll, Toughness, Weapon Focus (heavy mace).
Demonic Right Arm (Ex): A demonic right arm is muscular and sinewy, with a large clawed hand. When using the arm, the character’s strength is treated as 4 points higher. It can make attacks of 1d6 plus the newly modified strength bonus.
Spells Prepared (6/7/6/5/4/3; base DC = 15+spell level, * Domain spell):
1st(7) – burning hands*, command(x2), divine favor, entropic shield, protection from good, shield of faith;
2nd(6) – cure moderate wounds, death knell, endurance, produce flame*, silence, spiritual weapon;
3rd(5) – blindness/deafness, dispel magic, magic circle against good*, magic vestment, protection from elements;
4th(4) – cure critical wounds, divine power, summon monster IV, unholy blight*;
5th(3) – flame strike, fire shield, spell resistance.
Possessions: lesser tentacle rod, ochre robes, masterwork full-plate armor, masterwork heavy mace, large steel shield, light crossbow, quiver with 10 bolts, fire temple symbol, lesser key of fire, potion of heroism, divine scroll of raise dead, flame strike, and cure moderate wounds, divine scroll of flame strike and cure moderate wounds.

121A. Temple GuardiansSkeleton, Burning Medium-Size Undead; CR 3; HD 5d12 (32 hp);
Init +2; Spd 30; Grapple +3;
AC 16 (+2 Dex, +4 natural; touch 12, flat-footed 14); Atk +4 melee (1d6+1 and 1d6 fire, slam);
SA Fire; SQ: Darkvision 60ft, undead, immunities.
AL CE; SV Fort +1, Ref +3, Will +5;
Str 12, Dex 14, Con -, Int 10, Wis 13, Cha 10.
Skills: Climb +5, Hide +9, Listen +9, Move Silently +10, Search +7, Spot +9.
Feats: Alertness, Weapon Finesse (slam attack).
Immunities (Ex): Burning skeletons have cold and fire immunity. Because they lack flesh or internal organs, they take only ½ damage from piercing or slashing weapons.
Undead: Immune to mind influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

123. Salamander GuardsSalamander, Average Medium-Size Outsider (fire); CR 5; HD 7d8+7 (hp 38);
Init +1; Spd 20; Grapple +9;
AC 18 (+1 Dex, +7 natural; touch 11, flat-footed 17); Atk +9/+4 melee (1d8+2 and 1d6 fire, longspear, reach 10) and +7 melee (2d6+1 and 1d6 fire, tail slap);
SA Constrict, heat; SQ Damage reduction 10/+1, fire subtype, darkvision 60ft.
AL CE; SV Fort +6, Ref +6, Will +7;
Str 14, Dex 13, Con 12, Int 14, Wis 15, Cha 13.
Skills: Craft (metalworking) +16 Escape Artist +11, Hide +11, Listen +14, Move Silently +11, Search +12, Spot +14.
Feats: Alertness, Multiattack.
Constrict (Ex): Salamanders deal automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to large size.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.Possessions: longspear.
Hell Hound Medium-Size Outsider (evil, fire, lawful); CR 3; HD 4d8+4 (22 hp);
Init +5; Spd 40; Grapple +5;
AC 16 (+1 Dex, +5 natural; touch 11, flat-footed 15); Atk +5 melee (1d8+1, bite);
SA Breath weapon;SQ Scent, fire subtype, darkvision 60ft.
AL LE; SV Fort +5, Ref +5, Will +4;
Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6.
Skills: Hide +11, Listen +5, Move Silently +13, Spot +7*, Wilderness Lore +0*. * Hell hounds receive a +8 racial bonus to Spot checks and Wilderness Lore checks when tracking by scent, due to their keen sense of smell.
Feats: Improved Initiative, Track.
Breath Weapon (Su): Cone of fire, 30ft; every 2d4 rounds; damage 1d4+1, reflex ½ DC 13. The fiery breath also ignites any flammable materials within the cone. Hell hounds can use their breath weapon while biting.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Notes: Version 1.0 of file, by Scott Metzger, Thanks to Inifinti2000 for the Index Card statblocks.

I also checked the errata as of June 20, 2003 and included descriptions of Magic Items from the Best of Boards