Living Burning Hands

This barrel-sized ball of rolling fire could be confused for a Flaming Sphere, if it wasn't for the fact that it is churning and lurching for anything alive in its path. It doesn't seem to care if the target is a nearby cat or your companions. It only cares to burns whatever it can... if you could call its motion a result of a thinking mind.

Living Burning Hands

CR 1

XP: 400

Neutral Medium Ooze

Init: -1; Senses: blindsight 60'; Perception -1

DEFENSE:

AC: 10, Touch 10, Flat-Footed 10 (+1 deflection, -1 Dex)

HP: 5 (1d8)

Fort: +0; Ref: -1; Will: -1

DR: 10 / magic

SR: 11

OFFENSE:

Speed: 20 ft

Melee: Slam +0 (1d4 & Spell Effect)

Space: 5 ft.; Reach: 5 ft.

STATISTICS:

Str 11, Dex 8, Con 11, Int -, Wis 8, Chr 11

Base Atk: +0; CMB: +0; CMD: 9

SPECIAL ABILITIES:

Spell Effect (Su): Each time the Living Spell successfully strikes a target with its slam attack, that target is affected by Burning Hands at Caster Level: 1st (1d4 fire, Reflex DC 10). If the target has spell resistance, the Living Spell's caster level check is made once, either allowing all spells or no spells to apply to the target.

Engulf (Ex): As per monster rules, Reflex DC: 10. The saving throw DC is Strength-based.

Spell Engulf (Su): Creatures that successfully engulfed are subject to Burning Hands at Caster Level: 1st (1d4 fire, Reflex DC 10) each round. If a target has spell resistance, the Living Spell's caster level check is made only once per round per target, either allowing all spells or no spells to apply as appropriate. As the engulfed creatures are considered pinned, this will appropriately alter their saving throws.

ECOLOGY:

Environment: Any

Organization: Solitary

Treasure: None

Role: None

Source: ECB, pg. 293

This is example of what happens when magic, specifically the Burning Hands spell, becomes twisted and congealed into a Living Spell, via the Living Spell template. Like all oozes, Living Spells are mindless, reactionary and the standard ooze traits.