Holy Elemental, Greater (CR 9)
N Huge Outsider (Holy, Elemental, Extraplanar)
Init +5; Senses Darkvision 60 ft., Perception +24
AC 23, touch 14; flat-footed 17 (+5 dex, +1 dodge, +9 natural, -2 size)
hp 136 (13d10+65)
Fort +13, Ref +13, Will +14
DR 10/-; Defensive Abilities Blend in Light; Immune Holy, elemental traits
Speed 30 ft.
Melee 2 Slams +18 (2d8+7 plus 2d6 holy damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Dizzy Vision (Fort DC 21), Light Rays, Rail Cannon
Spells Known (SC CL 13th, Concentration +21)
1st (DC 19) – Blind, Brighten, Dia, Light
2nd (DC 20) – Brighten II, Dia II, Holy Weapon, Light II
3rd (DC 21) – Brighten III, Dia III, Light III, Lightra
4th (DC 22) – Holy, Holy Smite, Light IV, Radiant Spikes
5th (DC 23) – Bright, Holy Ice, Lightgaa
Str 25, Dex 20, Con 20, Int 4, Wis 26, Cha 14
Base Atk +13; CMB +22; CMD 37
Feats Cleave, Combat Casting, Destruction Dispel, Dispel Synergy, Dodge, Elemental Focus(Holy), Iron Will, Power Attack, Spell Penetration
Skills Acrobatics +19, Escape Artist +19, Knowledge (planes) +10, Perception +24, Spellcraft +10, Stealth +14
Languages Celestial & Enochian
Blend with Light (Su)
In areas of bright light, holy elementals are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a holy elemental loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision.
Daylight Door (Sp)
7/day, a holy elemental can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.
Dizzy Vision (Su)
When a holy elemental deals holy damage to a creature, that creature must succeed on a Fortitude save or be dazzled for 1 round. The save DC is listed in the elemental’s stat block and is Constitution-based.
Light Rays (Su)
A holy elemental fires 3 beams of holy energy at its foes, up to 30 feet away. Each ray requires a ranged touch attack to hit and deals 2d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).
Rail Cannon (Su)
Once every 1d4 rounds, a holy elemental firing a blinding light burst, up to 50 feet away with a 10 ft.-radius. Creatures within the area of effect take 8d6 points of holy damage and are inflicted with the Dazed status effect for 1 round unless they make a Reflex save (DC 24). Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23). This is a wisdom-based save.