Holy Elemental, Minor (CR 1)
AC 17, touch 13; flat-footed 15 (+1 dex, +1 dodge, +4 natural, +1 size)
hp 11  (2d10)
Fort +3, Ref +4, Will +2
Defensive Abilities Blend in Light; Immune Holy, elemental traits
Speed 30 ft.
Melee Slam +3 (1d4 plus 1d4 holy damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Dizzy Vision (Fort DC 11)
Spells Known (SC CL 2nd, Concentration +4)
Str 11, Dex 12, Con 10, Int 4, Wis 14, Cha 14
Base Atk +2; CMB +1; CMD 13
Feats Combat Casting*, Dodge
* Bonus Feat
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +7, Spellcraft +1, Stealth +8
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.
1/day, 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 (+4), 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).