This creature appears as a formless cloud of yellowish-red vapor or dust about 5 feet in diameter.
AC 21, touch 18, flat-footed 15 (+5 Dex, +1 dodge, +2 insight, +3 natural)
Speed fly 20 ft. (perfect)
Str 16, Dex 20, Con 16, Int 14, Wis 14, Cha 11
Damage dealt by a time elemental's slam attack does not heal naturally (but it can still be healed magically). Additionally, a creature slain by a time elemental can only be raised through the successful casting of a miracle, true resurrection, or wish spell.
A time elemental can see a few seconds into the future. This ability prevents it from being surprised, caught flat-footed, or flanked. It also grants the time elemental an insight bonus to AC equal to its Wisdom bonus. This ability can be negated, but the time elemental can restart it as a free action on its next turn.
Time elementals are immune to all time-related spells and effects (including time stop, temporal stasis, and the like). Note, the time stop ability of the noble and royal time elementals can affect those time elementals of lesser power (i.e., a noble can affect a common and a royal can affect a noble or common).
A time elemental exists in several other dimensions at any given time. As a standard action, it can bring forth 1d4 of these manifestations to its current locale in order to gain multiple attacks that round. Treat each manifestation as a separate time elemental with hit points equal to the time elemental's current hit points. A manifestation cannot use any of the supernatural or spell-like abilities of the time elemental (a manifestation does however gain the time elemental's foresight ability). A time elemental cannot have more than four manifestations present at one time.
Because each manifestation is a part of the time elemental that called them, a successful attack on the time elemental or any of its manifestations deals an equal amount of damage to them all.
A time elemental can slip through the time stream and appear anywhere on the same plane of existence as if by greater teleport. This ability transports the time elemental and up to four other creatures within a 30-foot radius. Unwilling creatures can attempt a Will save to avoid being carried away. This ability is otherwise similar to the spell of the same name (caster level equal to the elemental's HD). The save DC is Constitution-based.