This elemental has multiple interwoven translucent threads of rainbow colors.
Arcane Elemental, Large (CR 5)
AC 23, touch 20; flat-footed 16 (+4 deflection, +7 dex, +3 natural, -1 size)
hp 76  (8d10+32)
Fort +10, Ref +13, Will +6
Defensive Abilities Arcane Deflection; DR 5/-; Immune Non-elemental, elemental traits;
Speed Fly 60 ft. (good)
Melee 2 Slams +10 (1d8+3 plus 1d8 non-elemental damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Sonic Tail
Spells Known (SC CL 8th, Concentration +10)
1st (DC 13) – Leaf, Ruin
2nd (DC 14) – Leaf II
Str 16, Dex 25, Con 18, Int 4, Wis 14, Cha 11
Base Atk +8; CMB +12; CMD 33
Feats Combat Casting, Improved Initiative, Improved Iron Will, Intensified Spell, Iron Will*
* Bonus Feat
Skills Acrobatics +18, Fly +20, Perception +13, 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 1d4 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 16) 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 16). Anyone who cannot hear is immune to this effect. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).