This elemental has multiple interwoven translucent threads of rainbow colors.
Arcane Elemental, Huge (CR 7)
AC 26, touch 22; flat-footed 17 (+5 deflection, +9 dex, +4 natural, -2 size)
hp 105  (10d10+50)
Fort +12, Ref +16, Will +7
Defensive Abilities Arcane Deflection; DR 5/-; Immune Non-elemental, elemental traits;
Speed Fly 60 ft. (good)
Melee 2 Slams +17 (2d6+4 plus 1d10 non-elemental damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Sonic Tail, Tek Laser
Spells Known (SC CL 10th, Concentration +12)
1st (DC 13) – Leaf, Ruin
2nd (DC 14) – Leaf II
Str 20, Dex 29, Con 20, Int 6, Wis 15, Cha 11
Base Atk +10; CMB +17; CMD 36
Feats Combat Casting, Improved Initiative, Improved Iron Will, Intensified Spell, Iron Will*, Weapon Finesse
* Bonus Feat
Skills Acrobatics +22, Fly +22, Perception +15. Stealth +14
Arcane Deflection (Ex)
An arcane elemental gains a deflection bonus to its AC equal to its Constitution modifier.
Sonic Tail (Su)
Once every 1d2 rounds as a standard action, an arcane elemental will vibrate its threads sending out sonic waves around itself within a 20-ft. radius. Anyone caught in the sonic waves takes 5d4 points of non-elemental damage and are Dazed for 1 round unless they make a Reflex save (DC 17) to take half of the damage and negate the status effect. This ability can also shatter anyone who is already petrified unless they make a Fortitude save (DC 17). Anyone who cannot hear is immune to this effect. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).
Tek Laser (Su)
Once every 1d4 rounds as a standard action, an arcane elemental can fire a blue blast from its chest in a 30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save (DC 17) for half damage. Those failing the Reflex save must make a Fortitude save (DC 17) or be stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).