ProficienciesAn Elemental is proficient with its own natural weapons.
Body of Shadow: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains the elemental traits.
- Darkvision out to 60 feet.
- Immunity to poison, sleep effects, paralysis, and stunning.
- Not subject to critical hits or flanking.
- Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
- Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.
The shadow elemental is a small elemental with a flight speed of 30ft and has two incorporeal touch attacks as a natural weapon dealing damage according to its size; 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge, 3d8 when gargantuan and 4d8 when colossal.
It gains a deflection bonus to AC equal to its Charisma modifier.
Shadow-Made: A shadow elemental is made of shadowstuff, which progressively slowly segregates it from the bounds of a physical existence.
At 1st HD the shadow elemental can be harmed by all forms of attacks and can attack others as if it was corporeal. She can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 HD. She cannot completely hide within objects and interacts with water as if she had a swim speed equal to her fly speed. She cannot chose not to be heard by Listen checks though she receives a +5 circumstance bonus on move silently checks.
At 5th HD the shadow elemental loses the ability to interact with corporal objects but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus on move silently checks.
Nonmagical attacks made by corporeal creatures at the shadow elemental and melee attacks made by the shadow elemental against corporeal targets are now ineffective.
Magical weapons and spells used by corporeal creatures against the shadow elemental have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th HD (maximum of 50% miss chance, except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons, as usual)
Magical weapons used by the shadow elemental against corporeal targets have the same miss chance if they aren't ghost touch weapons.
At 10th HD, the shadow elemental is affected by the incorporeal subtype as normal.
Shadow Mastery: The shadow elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are in an area of darkness or shadowy illumination. While in an area of bright light (such as sunlight or that caused by a daylight spell), shadow elementals takes a -4 penalty on attack and damage rolls.
Cold Night: The shadow elemental's incorporeal touch attacks deal 1d4 additional cold damage. This cold damage increases by one size category every 2 HD, up to HD 12, at which point it increases by 1d6 every 2 HD.
(1d4 ; 1d6 ; 1d8 ; 2d6 ; 3d6 ; 4d6 ; 6d6 ; 7d6 ; 8d6 ; 9d6 ; 10d6)
Ability Increase: The shadow elemental receives a permanent increase to either its Charisma score or Constitution at 2nd, 4th, 7th, 9th and 12th level. Choose which one to increase at each instance and you may select different a ability increase each time. Additionally, the Elemental receives an increase to its Dexterity score at 3rd, 5th, 8th, 10th and 13th level. These increases total to be up to +5 to Constitution and/or Charisma and +5 to Dexterity at its 13th level.
Growth: An elemental grows quickly after its birth. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size. It may remain that size for as long as it wishes and may also return to small size at anytime by spending another standard action. At 7th level, this ability improves, allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. Finally, at 11th level, the elemental gains the ability to assume huge size.
Good Night: Once every 1d4+1 rounds, as a standard action, the shadow elemental can control illumination within a radius of 5-ft. per 2 HD centered on any point within 5-ft. per HD. The illumination in that area becomes shadowy illumination. Creatures with darkvision can see normally into it. When you use this ability again, it replaces the previous application. This counts as a darkness effect of an effective level equal to half your HD for the purpose of determining how it interacts with light effects. Light brought into its area (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. It counters or dispels any effect of equal or lower level that has the light descriptor.
At HD 8, it can change that area to complete darkness. At HD 11, the darkness/shadowy illumination can count as magical darkness.
Nice Shades: You look great. The shadow elemental can now see perfectly in any darkness, even magical darkness.
Additionally, those hit by the shadow elemental's incorporeal touch are now shaken for 1 round.
This fear effect does not stack with itself.
At HD 11, it bypasses immunity to fear effects.
Hide in Plain Sight: A shadow elemental can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, it can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own body (it is its own shadow). This is an extraordinary ability.
Additionally, whenever the shadow elemental is within an area of shadowy illumination or complete darkness, its body melds into it, granting it a racial bonus to Hide checks equal to its HD and preventing size penalties to Hide checks due to its size.
Natural Habitat: At 5th level, the shadow elemental gains a power that changes depending on whether it is in normal illumination, shadowy illumination or within darkness. If it is within bright light, it gains none.
If its space is exposed to more than one kind of illumination (usually when its size if large and bigger), choose the power it has access to.
Fragmented by Light - If it is in normal illumination and of size medium or larger, the shadow elemental can take an immediate action to split into many smaller-sized versions of itself. Its split selves all appear in a square of its choice adjacent to or within its current position. All splits are squares occupied by the shadow elemental and only one of the splits carries its equipment. If more than one is hit by an area effect, it counts as being affected only once and all are considered a single creature for the purpose of being targeted. If the splits have area of effects, creatures also count as being targeted only once if affected if they are affected by more than one split.
Only one of the split can do the shadow elemental's actions but all the splits can move when movement is involved; when the shadow elemental moves by any means, each splits can move as well.
If a single split enters an area of shadowy illumination or darker, all of them instantly merge back together into the darker area.
At Medium size it splits into two Small-sized selves, at Large it splits into four, at Huge it splits into eight, at Gargantuan it splits into sixteen, and at Colossal it splits into thirty-two. It can fragment into larger sized splits, each size larger being worth double the amount of the size under it.
Revel in Soft Shadows - If it is in shadowy illumination, the shadow elemental uses the shadows around to restore itself, magically healing 1 hit point per level of the darkness effect each round. Natural shadowy illumination heals it by 1 point each round.
Hunt in the Darkness - If it is in darkness, it gains the benefits of
Revel in Soft Shadows but heals 2 points each round in natural darkness. Additionally, it can make an incorporeal touch attack against each isolated creature within melee reach once per round as a free action.
For the purpose of this ability, if the only sentient creatures within 60-ft. from your prey are hostile to it (or none at all), your prey is isolated.
Dark Clone: At 6th level, 1/day per 6 HD as a full round action, the shadow elemental can create a perfect replica of any one creature within 5 feet per HD that lasts 1 minute before dissolving into fading wisps of shadows. It has all the same statistics as the target, but is completely silent and can only perform basic attacks, grapple, trip, bull rush, physical skills and movement, plus any passive abilities it has. You can't use this ability on a Dark Clone.
As an immediate action, you may dismiss your clone before its duration is up, in which case you appear at its position.
Blindsight: The shadow elemental gains blindsight to a range of 60 feet.
Dark Magic: Upon reaching 7th level, as a supernatural ability, the shadow elemental may now replicate the effects of any spell with the Darkness descriptor, from the Shadow or Darkness domain or that has the word Dark (within another word or separate), Shadow or Darkness in its name.
It cannot replicate a spell whose level is higher than half its HD -1 and may only replicate one spell per spell level. It may choose to expend a higher spell level use to replicate the effect of a lower level spell.
Use its HD instead of caster level and any expensive component or XP required by the replicated spell must be paid normally.
Don't Split the Party: From 8th level and on, the shadow elemental now adds its Charisma modifier to all attack and damage rolls against isolated creatures (as per
Hunt in the Darkness).
Additionally, its flight speed increases by 10-ft. and whenever it kills an isolated creature, it may choose for the body to disappear, vanishing into the shadows.
Reaving Darkness: When the shadow elemental is within the area of its
Good Night ability, it counts as threatening every square within and adjacent to the area of its
Good Night ability. It can attack those it threatens this way as if it was adjacent to them itself.
Sweet Dreams: Upon reaching 10th level, the shadow elemental now gives reasons to be afraid of the dark. With a standard action, it can force to sleep any one shaken creature it can see within 5-ft./HD that is inside an area of shadowy illumination or darkness. Creatures that do not need to sleep fall asleep anyway. They can still wake up normally.
They resist this ability with a successful Fortitude save (DC = 10 + ½ its HD + its Constitution or Charisma modifier).
At HD 13, this ability bypasses immunity to sleep effects but those with that immunity gain a +5 bonus on their save.
Dream Eater: The shadow elemental can choose to gains the incorporeal subtype. As an incorporeal being, it doesn't have a Strength score. It uses its Dex mod for melee attacks, and can get custom magic incorporeal gear by paying a 10% extra on the price. Consider it to have all the normal slots of an humanoid.
Despite being made of shadows, shadow elementals are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally.
If the shadow elemental would Coup de Grace a sleeping creature with its incorporeal touch attack, its critical multiplier increases by one for that attack and it heals half the damage it inflicts with it.
Its incorporeal touch attacks do not wake sleeping targets.
Monster under the Bed: At 11th level, the shadow elemental gains a power that changes depending on whether it is in bright light, normal illumination, shadowy illumination or within darkness.
If its space is exposed to more than one kind of illumination (usually when its size if large and bigger), choose the power it has access to.
The Monster that Never Was - If it is in bright light, the shadow elemental ceases to exist for as long as the bright light shines on where it used to be. It is still conscious of anything within 60-ft. of where it was using its blindsight but the only action it can do in this state is using its
Good Night ability. For every day it spends out of existence, the effective level of its next use of the
Good Night ability to get out of the bright light increases by 1.
Dread the Light Exposure - If it is in normal illumination, the shadow elemental is clearly seen as the haunting vision that it is. Every round, those within 5-ft./2 HD of the shadow elemental that have seen it must succeed on a Will save (DC = 10 + ½ its HD + its Constitution or Charisma modifier) whenever they want to move closer to it or attack it directly.
On a failed Will save, the action used to try to to move closer to it or attack it directly is wasted. This is a fear effect.
You can suppress this ability or resume it with a free action on your turn.
Monstrous Shadows - If it is in shadowy illumination, the shadow elemental can use its Charisma score instead of its Strength score for the purpose of determining how it interacts with corporeal creatures and objects that are also in shadowy illumination or darkness. It can handle corporeal matter this way, including doing physical actions that would move or manipulate corporeal creatures such as trip and grapple attacks.
This includes uses such as strength checks, and Strength-based skill checks (if it wants to use them for some reason), the strength rating of a composite bow, or adding damage to thrown weapons, but does not include any ability giving a bonus to another stat based on its Strength modifier, such as the Brutal Throw feat, or that would improve its Strength score (since it doesn't have one).
Monster in the Dark - If it is in darkness, it gains the benefits of
Monstrous Shadows and can hide in the darkness with its
Hide in Plain Sight ability with a swift action without any penalty on its Hide check, no matter what it did before hiding and may remain hidden despite any action it does for the rest of its turn (but its actions grant a new reactive spot check to notice it). If it uses this ability before attacking a shaken isolated creature (as per
Hunter in the Dark), its next attack also subjects the isolated creature to its
Sweet Dreams ability but it bypasses immunity to sleep effects. They can still wake up normally and those with the immunity gain a +5 bonus on the save.
Elder Elemental: Starting 11th level, the shadow elemental has grown to its full strength and is considered to be amongst the grandest of its kind. It receives a +4 bonus to all bluff, diplomacy, and intimidation check when interacting with creatures with Light Blindness or some other kind of vulnerability to light. Additionally, the shadow elemental can call darkness to its aid; it can use
Summon Monster V once a day for every 4 HD it possesses but may only use it to summon shadow elementals. If it enters the
Good Night area of a shadow elemental of a lower HD than its own, it may treat it as if it was its own for the purpose of using its abilities.
At 13th level, and every two levels thereafter, the shadow elemental may use this ability to cast the next highest level
Summon Monster spell, to the maximum of
Summon Monster IX at 19th level.
Blacker than Black: The shadow elemental becomes a perfect shadow when it is within shadowy illumination or darkness. It is constantly under a
Greater Blink (Spell Compendium, p. 32) spell effect. Unlike the spell, it goes back and forth between the Plane of Shadow and the Material Plane. The shadow elemental may stop this effect or resume it with a free action on its turn.
Alone in the Dark: When enemy creatures enter the area of your
Good Night effect, they count as count as being isolated as per
Hunt in the Darkness and must make a Will save (DC = 10 + ½ its HD + its Constitution or Charisma modifier).
If they fail the save they are treated if their allies and other non-hostiles weren't there anymore. They cannot interact with non-hostile creatures in any way, nor can they perceive them. All effects that connect them, special bonds (including intelligent items) and every other means to communicate or perceive them is suppressed until they leave your ability's area. They can be affected by this ability only once per round and a successful save makes them immune to it for a number of rounds equal to their Charisma modifier.
Additionally, you become so dark that darkness naturally oozes out of you. Your Good Night ability is now an extraordinary effect that may now be centered on you as an emanation.