The creature resembles living St. Elmo's firea 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.)
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).