Elemental: Zaps have the traits and immunities common to elementals.
Electricity Immunity (Ex): A zap is immune to electricity damage.
Shock Touch (Ex): With a successful melee touch attack, a zap deals 1 point of electricity damage.
Short Circuit (Su): At will as an attack action, a zap can cause an electrical overload in a piece of electronic equipment within 10 feet, destroying its internal workings and rendering it useless. If the item is being carried or wielded at the time of the attack, the wielder can attempt a Reflex save (DC 20) to negate the effect. An unattended item receives no save. An electronic item damaged in this fashion must either be replaced or repaired (Repair DC 15).
Zap: CR 1/4; Fine elemental (air); HD 1/4 d8; hp 1; Mas —; Init +4; Spd 10 ft., fly 30 ft. (perfect); Defense 22, touch 22, flat-footed 18 (+8 size, +4 Dex); BAB +0; Grap —; Atk +4 melee touch (1 electricity, shock touch); Full Atk +4 melee touch (1 electricity, shock touch); FS 6 in. by 6 in.; Reach 0 ft.; SQ darkvision 60 ft., electricity immunity, elemental, shock touch, short circuit; AL chaos; SV Fort +0, Ref +6, Will +1; AP 0; Rep +0; Str 2, Dex 19, Con 10, Int 5, Wis 12, Cha 6.
Skills: Hide +24, Listen +3, Spot +5.