Thoqqua click to see monster

Size/Type: Medium Elemental (Earth, Extraplanar, Fire)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +2/+4
Attack: Slam +4 melee (1d6+3 plus 2d6 fire)
Full Attack: Slam +4 melee (1d6+3 plus 2d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Heat, burn
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire,
tremorsense 60 ft., vulnerability to cold
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Skills: Listen +5, Move Silently +3, Survival +3
Feats: Alertness, Track
Environment: Elemental Plane of Fire
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4-9 HD (Large)
Level Adjustment:

A thoqqua is about 1 foot in diameter and 4 to 5 feet long. It weighs about 200 pounds.

Combat

When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. (Treat this as a charge, even though the thoqqua does not need to move 10 feet before attacking.)

Heat (Ex)

Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.

Burn (Ex)

When a thoqqua hits with its slam attack, the opponent must succeed on a DC 12 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.