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Swarm, Heat

A hellish-red swirling mass of dancing flames advances toward you.

Heat Swarm CR 7

XP 3,200
N (E) Diminutive outsider (elemental, extraplanar, fire, swarm)
Init +10; Senses darkvision 60 ft.; Perception +15
Aura fiery aura (20 ft., DC 16 Fort, 1d6 fire)

DEFENSE

AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 67 (9d10+18)
Fort +7, Ref +12, Will +6
DR 10/--; Immune fire, weapon damage, construct traits*, elemental traits, swarm traits
Weaknesses swarm traits, vulnerability to cold

OFFENSE

Speed 30 ft., fly 60 ft. (average)
Melee swarm (2d6 plus 2d6 fire and burn)
Space 10 ft.; Reach 0 ft.
Special Attacks burn (2d6, DC 16), distraction (DC 16)

TACTICS

Heat swarms are highly territorial and attack any creatures (other than their own kind) entering their domain. Several swarms often work together to drive away a common foe.

A heat swarm attacks by moving on top of and engulfing its foe.

STATISTICS

Str 1, Dex 24, Con 14, Int 6, Wis 10, Cha 6
Base Atk +9; CMB --; CMD --
Feats Dodge, Great Fortitude, Improved Initiative, Skill Focus (Perception), Weapon Finesse
Skills Fly +12, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +18, Survival +12

SPECIAL ABILITIES

Fiery Aura (Ex)

Anyone within 20 feet of a heat swarm must succeed on a DC 16 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.

*Editor's Note
The defensive abilities includes "construct traits", but the creatures Type is "outsider". GMs are encouraged to ignore the construct traits defensive ability entry.