Modifying from an efreet...
Genie, Saraph
Medium Outsider (Extraplanar, Fire)
Hit Dice: 10d8+20 (65 hp)
Initiative: +8
Speed: 20 ft. (4 squares)
Armor Class: 21 (+3 Dex, +3 natural, +5 +1 scale mail), touch 13, flat-footed 18
Base Attack/Grapple: +10/+14
Attack: Flame tongue +15 melee (1d8+7/19-20 plus 1d6 fire and an additional 1d10 fire on a critical hit) or +1 dagger +15 ranged (1d4+5/19-20)
Full Attack: Flame tongue +15/+10 melee (1d8+7/19-20 plus 1d6 fire and an additional 1d10 fire on a critical hit) or +1 dagger +15 ranged (1d4+5/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Saraph armaments, spell-like abilities
Special Qualities: Changes shape, darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold
Saves: Fort +9, Ref +11, Will +9
Abilities: Str 19, Dex 18, Con 14, Int 12, Wis 15, Cha 15
Skills: 9 at 13 ranks
Feats: Improved Initiative (B), 4 more
Environment: Elemental Plane of Fire
Organization: Solitary, company (2–4), or band (6–15)
Challenge Rating: x
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful, never evil?
Advancement: 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: —
Change Shape (Su): A saraph can assume the form of any Small, Medium, or Large humanoid or giant.
Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).
Saraph Armaments (Ex): A saraph's weapons and armor are produced from a special copper-gold alloy attuned only to saraphs. When worn or wielded by a non-saraph, these items lose their magical properties.
Spell-Like Abilities: At will—produce flame, pyrotechnics (DC 14); 1/day—burning hands, detect magic, dispel magic, fireball (DC 15), fire shield, see invisibility. Caster level 10th. The save DCs are Charisma-based.