This creature appears as a shimmering and wavering sphere of brilliant white energy with small motes of light winking in and out of existence along its spherical form.
Speed fly 60 ft. (good)
Str 10, Dex 17, Con 12, Int 6, Wis 11, Cha 11
All creatures in the area must succeed on a Fortitude save (same DC as the elemental's positive energy save DC) or be blinded for 1d10 rounds. The save DC is Constitution-based.
A positive energy elemental infuses a target hit by its slam attack with positive energy. This deals extra damage to an undead or negative energy based target (as listed in the statistics block) but heals positive energy based creatures (including creatures from the Material Plane) by the same amount. Such creatures can be healed above their normal hit point total, gaining extra hit points as temporary hit points. These temporary hit points disappear 1 minute later. Creatures healed to twice their normal hit points (that is, a creature whose hit points are effectively doubled) must succeed on a Fortitude save or explode in a burst of positive energy. The save DC is Constitution-based. See the table below for each positive energy elemental's save DC.
Positive energy (such as a cure spell or positive energy channeling) can heal positive energy elementals.
Within a positive energy elemental's aura, class abilities that use positive energy, such as positive energy channeling or the Turn Undead feat, function as if the user were 2 levels higher. Additionally, spells and spell-like abilities that use positive energy are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. This aura does not affect the positive energy channeling ability of the positive energy elemental using it, and its effects do not stack with those of other positive energy elementals.
Within a positive energy elemental's aura, class abilities that use negative energy, such as negative energy channeling or the Command Undead feat, function as if the user were 2 levels lower. Spells and spell-like abilities that use negative energy, including inflict spells, require the caster to succeed on a Concentration check (DC 15 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.