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Bomb
Medium-sized Elemental (Extraplaner, Fire, Chaos)
Hit Dice: 6d8+12 (39 hit points)
Initiative: +5.
Speed: Fly 40 feet (8 squares, perfect).
Armour Class: 19 (+5 Dexterity, +4 natural), touch 15, flat-footed 14.
Base Attack/Grapple: +4/+6.
Attack: Slam +9 melee (1d8+3, plus 1d6 fire).
Full Attack: Slam +9 melee (1d8+2, plus 1d6 fire).
Face/Reach: 5 feet by 5 feet.
Special Attacks: Burn, flare up, self-destruct.
Special Qualities: Burning rage, darkvision 60 feet, elemental traits, fire absorption, vulnerability to cold.
Saves: Fortitude +4, Reflex +10, Will +1.
Abilities: Strength 15, Dexterity 20, Constitution 15, Intelligence 5, Wisdom 9, Charisma 9.
Skills: Spot +4, Listen +3.
Feats: Dodge, Improved Initiative(B), Mobility, Spring Attack, Weapon Finesse(B).
Environment: The Elemental Plane Of Fire.
Organisation: Solitary, pair or band (3-5).
Challenge Rating: 4.
Treasure: None.
Alignment: Always chaotic.
Advancement: 7-12 Hit Dice (Large), 13-18 Hit Dice (Huge), 19-24 Hit Dice (Gargantuan).
Level Adjustment: -
Bombs are exceptionally dangerous creatures born from the chaotic heart of the Elemental Plane Of Fire. They are wild and unruly creatures who live for chaos and destruction. Resembling large, rotund balls of fire that hover wildly in the air, the semblance of a face with wild, bright yellow eyes and a wicked, saw-tooth grin and two small, ineffectual arms flailing wildly at their side.
The older a bomb grows, the larger it becomes and the hotter its fire burns, changing its colour. Young bombs are reddish orange, while older (Large) bombs are yellow, elder bombs (Huge) are blue-white and ancient bombs (Gargantuan) are violet-black.
Bombs speak Ignan, but rarely do so, except to taunt foes.
Combat
Bombs despise the Material Plane and hate being summoned or brought there. Most will use their self-destruct ability as soon as possible, exploding in a ball of fire and returning their spirits to the Elemental Plane Of Fire, rather than spend another moment on the Material Plane.
Particularly sadistic or cruel bombs actually enjoy starting fires, causing chaos and burning mortal flesh and will torture and torment living creatures as much as possible before they finally explode, returning to their home plane.
Burn (Ex): A bomb's slam attack deals bludgeoning damage plus fire damage from the elementals flaming body. Those hit by a bomb's slam attack also must succeed on a Reflex save (DC 15) or catch on fire. The flame burns for 1d4 rounds. The save DC is Constitution-based.
Creatures hitting a bomb with natural weapons or unarmed attacks take fire damage as though hit by the elementals attack and also catch on fire unless they succeed on a Reflex save.
Flare Up (Ex): A bomb can stoke the elemental energy in the heart of their body, releasing it as a wave of searing heat. As a full-round action a bomb may release a 10 foot spread of fire centred on them that deals 1d6 points of fire damage per Hit Dice (6d4 points of damage for a Medium-sized bomb) with a Reflex save (DC 15) for half. The save DC is Constitution-based.
Self-Destruct (Ex): The bomb's final attack. As a standard action, a bomb can choose to release all of it's pent up energy in a single fiery conflagration, engulfing everyone within 30 feet in a firestorm that deals 1d8 points of damage per two Hit Dice (3d8 for a Medium-sized bomb). The intense heat of this attack allows no save.
Burning Rage (Ex): A bomb that is struck for physical damage swells visibly with rage, burning that much hotter. They gain the benefits of the
rage spell (+2 morale bonus to Strength and Constitution, +1 morale bonus to Will saves, -2 penalty to Armour Class) until the end of the encounter. Additionally, while under the effects of this rage, their flame deals 1d8 points of damage on a successful slam attack, instead of the usual 1d6.
Fire Absorption (Ex): Bombs are immune to fire. In addition, any magical attack against a bomb that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise normally deal. If the amount of healing would cause the bomb to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a bomb hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage.
Elemental Traits: Bombs are elementals, immune to poison, sleep effects, paralysis and stunning. Bombs are not subject to critical hits or flanking. Bombs cannot be raised or resurrected.