This large red armored lengthy, segmented horror writhes and twists, pulsing its fiery mandibles in search of prey.
Redlegs (CR 4)
XP 1,200
N Large Vermin (Fire)
Init +6; Senses Darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 11, flat-footed 14 (+2 dex, +5 natural, -1 size)
hp 51 [72] (6d8+24)
Fort +8, Ref +4, Will +2
Immune mind-affecting effects; Resist earth 5, fire 10
Weakness Ice
OFFENSE
Speed 40 ft., Climb 40 ft.
Melee Bite +6 (1d8+3 plus burn), Sting +6 (1d8+3 plus burn)
Space 10 ft; Reach 10 ft.
Special Attacks Burn (1d6 fire damage, DC 16), Critical Attack
STATISTICS
Str 16, Dex 14, Con 16, Int -, Wis 10, Cha 2
Base Atk +4; CMB +8; CMD 20 (can’t be tripped)
Feats Improved Initiative*, Power Attack*, Toughness*
*Bonus Feat
Skills Climb +11, Perception +4, Stealth +6; Racial Modifiers +4 Perception, +8 Stealth
SPECIAL ABILITIES
Burn (Ex)
A redlegs deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Critical Attack (Ex)
Once every 1d3 rounds as a standard action, the redlegs can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d8+3 x 1.5 for total damage.