The Firebleeder (Straight Conversion)

Like a living volcanic eruption, the sheer massiveness of this titan defies all reason. Monstrously shaped in part like a gigantic, terrible centipede and in part like some primeval, wingless dragon, this living holocaust is completely armored over in plates of angry, obsidian-sharp magma. Two massive claws, like insectile scythes, shear before the burning terror as it skitters forth in rapid bursts of motion, leaving only flames and barren earth smoldering in its wake.

the Firebleeder CR 25

XP 1,638,400
CE Colossal magical beast (fire)
Init +8; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; Perception +29
Aura frightful presence (60 ft., DC 35)


AC 35, touch 6, flat-footed 31 (+4 Dex, +29 natural, -8 size)
hp 728 (47d10+470); regeneration 40
Fort +37, Ref +31, Will +20
DR 15/epic; Immune ability damage, disease, energy drain, fire, paralysis, poison, sleep; Resist electricity 20, sonic 20; SR 30
Weaknesses vulnerable to cold, light blindness (sunlight only)


Speed 60 ft., burrow 60 ft., climb 60 ft.
Melee 2 claws +53 (3d8+14/19-20 plus 4d8 fire), bite +53 (6d8+14/19-20 plus 4d8 fire plus grab)
Space 40 ft.; Reach 40 ft.
Special Attacks breath weapon (70-ft. cone, 16d10 fire damage, Reflex DC 43 for half, usable every 1d4 rounds), heat (4d8), swallow whole (2d8+7 bludgeoning plus 20d6 fire damage, AC 24, 72 hp), trample (2d8+21, DC 47)


Before Combat The Firebleeder prefers to move around below the surface, and attack its prey by surprise from below.

During Combat The Firebleeder uses its breath weapon as often as it can, making Power Attack full attacks on the rounds while it is waiting for its breath weapon to recharge, or trampling when its enemies are either out of range or suitably clustered together. It will bull rush opponents into pools of magma or other environmental hazards if any are present.

Morale The Firebleeder fights to the death.


Str 38, Dex 19, Con 30, Int 3, Wis 17, Cha 14
Base Atk +47; CMB +69 (+73 bull rush, grapple, or overrun); CMD 83 (can't be tripped)
Feats Awesome Blow, Blind-Fight, Blinding Critical, Cleave, Combat Reflexes, Critical Focus, Critical Mastery, Diehard, Endurance, Furious Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Iron Will, Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Lightning Reflexes, Power Attack, Run, Staggering Critical
Skills Climb +37, Perception +29, Survival +26; Racial Modifiers +8 Climb, +8 Perception
Languages Terran (cannot speak)
SQ firebleed


Blindsight (Ex)

The Firebleeder can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow it to ascertain objects and creatures within 120 feet. A silence spell negates this ability, but its other forms of vision prevent it from being utterly blinded.

Firebleed (Ex)

As a creature of living fire and wrath, the Firebleeder ferociously strikes back against any creature that wounds it. Any attack that does more than 10 points of damage to the Firebleeder causes the wound to erupt in a 30-foot cone of magma. This cone deals 1d6 points of fire damage plus an additional 1d6 points of fire damage for every 10 points of damage dealt by the attack. Thus, an attack dealing 22 points of damage results in a cone dealing 3d6 points of fire damage, while an attack dealing 49 points of damage results in a cone dealing 5d6 points of fire damage.

Creatures affected by the cone may make a DC 43 Reflex save to take only half damage. The save DC is Constitution-based. Ranged attacks and any magical attacks that deal damage also cause this special ability to take effect. The Firebleeder can firebleed up to 10 times per round (an amount equal to its Constitution modifier).

Heat (Ex)

In addition to dealing 4d8 fire damage to creatures that hit it with natural attacks, the Firebleeder's heat can melt or char weapons; any weapon that strikes the Firebleeder is allowed a DC 43 Fortitude save to avoid destruction. The save DC is Constitution-based.

Regeneration (Ex)

No form of attack deals lethal damage to the Firebleeder. The Firebleeder regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the Firebleeder fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points plus its Constitution score (or 758 hp). The Firebleeder is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.

The Firebleeder can be slain only by raising its nonlethal damage total to its full normal hit points plus its Constitution score (or 758 hit points), at least half of which must be inflicted by cold damage, and using a wish or miracle spell to keep it dead. If the Firebleeder loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The Firebleeder can reattach the severed member instantly by holding it to the stump.

Editor's Note

This conversion simply updates the original stat block to use PFRPG rules.  However, the Firebleeder does not easily fit into the CR ranking system of PFRPG.  We estimated this version as CR 25 based off of the raw statistics, disregarding intangible factors.  Although it is overpowering in some raw gaming stat areas (hp, attack bonuses), it has some glaring weaknesses, including the lack of long range attacks, low intelligence, and its relative weakness to mind affecting spells.

GM's should carefully consider their party's tactics and capabilities before using this version, as it could overwhelm a less prepared party, or simply be a tedious chore to grind through its hit points for an experienced group.

For a version which is more balanced with the PFRPG system, see here.