Small Elemental (Fire, Extraplanar)
Hit Dice: 5d8+5 (27 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (good) (10 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3 / -1
Attack: Slam +5 melee (1d4 plus 1d4 fire)
Full Attack: Slam +5 melee (1d4 plus 1d4 fire)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Burn
Special Qualities: Darkvision 60 ft., Elemental Traits, Immunity to Fire, Vulnerability to Cold
Saves: Fort +2, Ref +8, Will +1
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 11, Cha 10
Skills: Listen +4, Spot +4
Feats: Flyby Attack, Improved InitiativeB, Lightning Reflexes, Weapon FinesseB
Environment: Wildspace
Organization: Solitary or pack (3-12)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-9 HD (Small), 10-15 HD (Medium)
Level Adjustment:

The creature resembles living St. Elmo's fire—a glowing ball of flame. Two darker spots toward the front of the creature resemble eyes.

Elmarin are often encountered near fire bodies. Drawn to warmth and energy, they are attracted to spelljamming ships and come to investigate. They cannot be domesticated.

When killed, an elmarin fades to nothingness, though there is a 5% chance that it will leave behind an ioun stone. (See the Dungeon Master's Guide for more information on ioun stones.)

Combat

Elmarin are often more curious than harmful, though their unintentional fire starting still makes them dangerous.

Burn (Ex): An elmarin's slam attack deals bludgeoning damage plus fire damage from the elmarin's flaming body. Those hit by an elmarin's slam attack also must succeed on a Reflex (DC 13) save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

Creatures hitting an elmarin with natural weapons or unarmed attacks take fire damage as though hit by the elmarin's attack, and also catch fire unless they succeed on a Reflex save (as above).