Holy Elemental, Medium (CR 3)
AC 18, touch 14; flat-footed 14 (+3 dex, +1 dodge, +4 natural)
hp 30 (4d10+4)
Fort +5, Ref +7, Will +6
Defensive Abilities Blend in Light; Immune Holy, elemental traits
Speed 30 ft.
Melee Slam +5 (1d6+1 plus 1d6 holy damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Dizzy Vision (Fort DC 13), Holybolt
Spells Known (SC CL 4th, Concentration +7)
1st (DC 14) – Blind, Brighten, Dia, Light
2nd (DC 15) – Brighten II, Dia II, Holy Weapon, Light II
Str 13, Dex 16, Con 12, Int 4, Wis 16, Cha 14
Base Atk +4; CMB +5; CMD 18
Feats Combat Casting, Dodge, Iron Will, Power Attack
Skills Acrobatics +8, Escape Artist +8, Knowledge (planes) +3, Perception +10, Spellcraft +3, Stealth +10
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)
1/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.
Once every 1d4 rounds, a holy elemental can shoot out a bolt of light towards a single target within 30 feet. The holy elemental must make a ranged touch attack (+7), if it hits, the attack deals 1d6+5 points of holy damage. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).