Next up, the Ember Sprite! Not sure the CR and HD match up quite right, but it's gotta be close.
Ember Sprite
Medium Outsider (Native - Fire)
Hit Dice: 7d8+21 (52 hp)
Initiative: +7
Speed: fly 30 ft. (Perfect)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +7/+9
Attack: bite +9 (1d6+2)
Full Attack: bite +9 (1d6+2)
Special Attacks: detonate, fireball puffs
Special Qualities: darkvision 60 ft, immunity
Space/Reach: 5 ft./5 ft.
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 14, Dex 17, Con 16, Int 2, Wis 10, Cha 8
Skills: Listen +7, Move Silently +10, Search +7, Spot +7, Survival +7
Feats: Combat Reflexes, Improved Initiative, Point Blank Shot
Environment: warm caves, volcanic regions
Organization: solitary, pair, or swarm (3-6)
Challenge Rating: 5
Treasure: None
Alignment: N
Advancement: 8-13 HD (Large)
Level Adjustment: None
Detonate: (Su): When struck by a melee or ranged attack that brings it below zero hit points, the ember sprite explodes in a 30 foot radius. Creatures in the area of effect must succeed on a DC 16 Reflex save or take 4d6 fire damage. The save DC is Constitution-based.
Fireball Puffs (Su): As a swift action, the ember sprite can create small, medium, or large fireballs (1d6 fire damage per size category on a successful Reflex save DC 16) that it can direct at a target within 30 feet, igniting anything combustible it comes in contact with. The save DC is Constitution-based. The ember sprite can create up to three small fireball puffs, or one medium or large puff, per round.
Immunities (Ex): The ember sprite is immune to fire damage, energy drain, and mind-affecting effects
A more dangerous variant of a gloomlighter, Ember Sprites are a fiery hazard found only in the deepest reaches of the Evergloom. They glow bright reddish-orange from their internal fires, and striking them will trigger a fiery blast that has been known to collapse tunnels. Like their gloomlighter kin, they are drawn to the toxic gases of volcanic fissures, but seek out those near lava tubes rather than aquatic fumaroles. They also move with a frightening speed compared to the slow-as-mules gloomlighter, and can unleash smaller fireball “puffs” that ignite anything it touches.
It’s not entirely sure how they are able to sense other creatures, but seem to ignore anything but direct threats, so in this, the traveler who encounters one can be assured that if he or she just leaves it be, it will most likely ignore them, and they can continue on their way.