Plasman
Type: Large Construct (Fire)
Hit Dice: 10d8 + 30 (75 hp)
Initiative: +0 
Speed: 30 ft., Fly 40 ft. (Average)
Armor Class: 18 (-1 Size, +9 Natural)
Base Attack/Grapple: +6 / +16
Attack: Slam +12 melee (1d6+9 and 1d8 fire)
Full Attack:: 2 slams +12 melee (1d6+9 and 1d8 fire)
Space/Reach: 10 ft. / 10 ft.
Special Attacks:  Heat Blast
Special Qualities:  Construct traits, Flight, Water Vulnerability, Immune to Fire, Cold Resist 15
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 22, Dex 10, Con –, Int 5, Wis 12, Cha 1
Skills: Spot +14
Feats: Power Attack, Cleave, Great Cleave, Improved Sunder
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Climate/Terrain: Any land
Organization: Solitary
Challenge Rating:  7
Treasure: None
Alignment: Chaotic Evil
Advancement: 11-14 HD (Large)
12 feet tall.

Anyone touching a plasman, including attacks with natural weapons, suffers 1d8 points of fire damage.

Heat Blast (Su): Once every 1d6 rounds, a plasman can focus his fiery energies into a 30’ cone of scorching heat, which deals 8d6 points of fire damage. A Reflex save DC 15 is allowed for half damage. The save DC is Constitution-based.

Water Vulnerability: A plasman takes 1d6 points of damage for every 2 gallons of water dumped on it. Doing so creates a thick mist around the creature for 1 round. The mist has the same properties as the obscuring mist spell.

Flight (Su): A plasman can fly at will, as the fly spell. It can cease or resume this ability as a free action.