Size/Type: Medium Elemental (Air, Earth, Extraplanar, Fire, Water)
Hit Dice: 12d8+60 (114 hp)
Initiative: +7
Speed: 40 ft. (8 squares), burrow 30 ft., fly 30 ft. (perfect), swim 30 ft.
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flatfooted 18
Base Attack/Grapple: +9/+17
Attack: Slam +17 melee (1d6+8, 1d6 cold, 1d6 electricity, and 1d6 fire)
Full Attack: 2 Slam +17 melee (1d6+8, 1d6 cold, 1d6 electricity, and 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental blast, spellcasting
Special Qualities: Darkvision 60 ft., elemental traits, immunity to cold, electricity, fire
Saves: Fort +13, Ref +13, Will +14
Abilities: Str 26, Dex 16, Con 18, Int 12, Wis 20, Cha 12
Skills: Concentration +13, Knowledge (Nature) +10, Listen +14, Spot +14, Survival +14
Feats: Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Combat Casting
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: Double standard
Alignment: Always True Neutral
Advancement: By class level (Favored class: Druid)
Level Adjustment: +7

Archae are paragons of nature, elemental beings born of the balance of all things. The Archae ensure that nature is not despoiled to the point of blight and extinction, seeing to it that those who defile the wilderness are held accountable for their crimes with their powerful elemental magic. Archae resemble elves or dryads, but their eyes and skin give them away. Their skin shines as if with an inner light, as if fire or lightning were glowing just beneath it. The eyes of Archae glow like gems, changing their colors in seemingly untrackable patterns. Archae are by no means malevolent and easily reasoned or bargained with, only if nature’s order has been upset will an Archae go in to battle.

Elemental Blast (Su)
As a standard action, an Archae can fire a 30 ft. cone of one element. An air blast pushes all creatures caught in it back 30 ft. unless they make a DC 19 Reflex save. An earth blast deals 10d8 bludgeoning damage, Reflex DC 19 for half. A fire blast deals 10d6 fire damage, Reflex DC 19 for half, and creatures that fail their save catch on fire. A water blast deals 10d6 cold damage, Reflex DC 19 for half, and creatures that fail their save must make a DC 19 Fortitude save or take 1d8 Dexterity damage. Once an Archae has used an elemental blast, it must wait 5 rounds before it can use one again. The saves are Constitution-based.

An Archae casts spells as a 10th level Druid. The save DC against one of an Archae’s spells is equal to 5 + the spell’s level.

Typical Spells Prepared (6/6/5/4/4/3)
0th–detect magic, flare, guidance (x2), resistance (x2).
1st–cure light wounds (x2), entangle (x2), faerie fire, obscuring mist.
2nd–barkskin, bull’s strength, chill metal, flame blade, owl’s wisdom.
3rd–call lightning (x2), sleet storm, stone shape.
4th–control water, cure serious wounds, dispel magic, flame strike.
5th–call lightning storm, insect plague, wall of fire.