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Burning Child

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The smell of scorched flesh accompanies this small child, who appears to be made entirely of dust and smoldering ash.

Burning Child CR 10

XP 9,600
CN Small undead (fire)
Init +7; Senses Perception +17
Aura elemental aura (fire, DC 17), frightful presence (60 ft., DC 21)

DEFENSE

AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp 150 (15d8+75)
Fort +9, Ref +12, Will +11
Defensive Abilities channel resistance +4, final embrace;
Immune fire, undead traits
Weaknesses vulnerable to cold

OFFENSE

Speed 40 ft.
Melee slam +10 (1d4–2 plus burn)
Special Attacks breath weapon (60-ft. cone, 10d6 fire damage, Reflex DC 21 half), burn (2d8, DC 21)
Spell-Like Abilities (CL 11th; concentration +15)

Constantelemental aura (fire only; DC 17), fire trail (DC 17)
At willburning hands (DC 16), scorching ray (DC 16)
3/dayquickened fireball (DC 17)

STATISTICS

Str 6, Dex 17, Con —, Int 10, Wis 15, Cha 18
Base Atk +7; CMB 14; CMD 17
Feats Dodge, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (fireball), Toughness, Weapon Finesse
Skills Escape Artist +18, Intimidate +19, Perception +17, Sense Motive +17
Languages Common
SQ binary state

SPECIAL ABILITIES

Binary State (Su)

Most of the time the Burning Child is in a passive state, during which he's incorporeal and invisible, though his soft sobs and the scent of burning flesh allow a creature to pinpoint his location with a successful DC 30 Perception check. If the Burning Child comes across a battle, the chance he enters his active state is equal to 1% per creature fighting (to a maximum of 100%). While active, the Burning Child is corporeal and visible. After 1d4 hours without being attacked or seeing conflict, the Burning Child reenters his passive state.

Breath Weapon (Su)

The Burning Child can use his breath weapon only when in his active state, and only once each time he becomes active.

Final Embrace (Ex)

If the Burning Child is destroyed, he reforms in 2d4 days. He can be permanently destroyed only when active, by a humanoid embracing and calming him. This requires succeeding at DC 28 Diplomacy checks for 3 consecutive rounds.