Fire Vampire

Fire Vampire CR 9

XP 6,400
CE Large ooze (fire, mythos)
Init +10; Senses see in darkness; Perception +16


AC 24, touch 20, flat-footed 13 (+10 Dex, +1 dodge, +4 natural, –1 size)
hp 115 (11d8+66)
Fort +11, Ref +13, Will +8
Defensive Abilities all-around vision; DR 10/magic and bludgeoning; Immune disease, fire, ooze traits; Resist acid 20, electricity 20
Weaknesses susceptible to water, vulnerable to cold


Speed fly 50 ft. (perfect)
Melee slam +17 (2d6+15 plus 2d6 fire and burn)
Space 10 ft.; Reach 10 ft.
Special Attacks burn (2d6 fire, DC 21), create spawn, fire motes, vampiric flame
Spell-Like Abilities (CL 8th; concentration +13)


Str 31, Dex 30, Con 22, Int 15, Wis 20, Cha 21
Base Atk +8; CMB +19; CMD 40
Feats Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Mobility
Skills Fly +30, Knowledge (arcana) +13, Perception +16, Stealth +17
Languages Aklo
SQ no breath


Create Spawn (Su)

If a creature dies after having suffered from enough Intelligence, Wisdom, or Charisma damage from the fire vampire’s vampiric flame ability to be knocked unconscious, it bursts into flame, leaving behind nothing but a fine ash.

From this burst of flame emerges a new fire vampire, albeit one with only 1 hit point. Natural rest and magical healing can restore this new fire vampire to its maximum hit points (115 hp for a typical fire vampire), but most fire vampires instead use their vampiric flame ability to heal this damage more swiftly.

Fire Motes (Su)

As a standard action, a fire vampire can create a pinpoint of flame at any point in line of sight within 120 feet. Once created, the fire vampire can maintain a fire mote indefinitely and may direct its movement as a free action on its turn—a fire mote has a fly speed of 30 feet (perfect), is Fine sized, and has an AC of 18 (+8 size). A fire vampire can maintain a number of motes equal to its Charisma modifier simultaneously (5 for the standard fire vampire). Once created, a fire vampire can see and hear through the fire mote, and can make +13 touch attacks with them (this includes the fire vampire’s Charisma modifier) that inflict 1d6 points of fire damage plus burn on a hit. A fire mote is immune to most forms of damage but is destroyed if it takes any cold damage or is subjected to water or any blast of wind of severe strength or greater (such as that created by a gust of wind). It is also destroyed if it travels farther than 120 feet from its creator.

Creating a fire mote or directing its movement or Attack does not cause an invisible fire vampire to become visible.

Susceptible to Water (Ex)

Water damages a fire vampire in a manner similar to how acid damages a human’s flesh: a single vial of any sort of water inflicts 1d6 points of damage to a fire vampire, while total immersion inflicts 10d6 points per round.

Vampiric Flame (Su)

Whenever a fire vampire inflicts fire damage on a creature via its slam, burn, or fire motes, the creature must make a successful DC 20 Will save or take 1d4 points of damage to a mental ability score (Intelligence, Wisdom, or Charisma).

The score damaged depends on the creature’s abilities. For a spellcasting creature, this damage applies to whatever ability score governs its spellcasting ability: if a creature uses multiple mental ability scores for spellcasting, the damage applies to one of its spellcasting ability scores chosen at random.

A non-spellcasting creature suffers damage to its Charisma. Each time this occurs, the fire vampire heals 5 hit points of damage. This is a mind-affecting effect. The save DC Is Charisma-based.


Environment any (outer space)
Organization solitary, pair, or combustion (3–8)
Treasure incidental

This huge flaming form is always burning and falling apart, yet never consumed. A face-like structure constantly forms and vanishes within the flames.

Fire vampires, also called flamewraiths, are the fading remnants of fire elemental creatures whose life force has been drained, either by contact with the undead or at the planar convergence between the Elemental Planes of Fire and the Negative Energy Plane. Composed of nearly transparent ghostly flames shot through with strange colors, they give off a withering heat. They are birthed into the cosmos amid the fading flames of dying stars, cast out into the void by collapsing neutron stars or in the explosive aftershocks of nova and supernova explosions.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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