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Huge Shadow Elemental

Huge Shadow Elemental

Shadow Elemental, Huge (CR 7)

XP 3,200
N Huge Outsider (Shadow, Elemental, Extraplanar)
Init +10; Senses Darkvision 120 ft., see in darkness; Perception +15


AC 21, touch 15; flat-footed 14 (+6 dex, +1 dodge, +6 natural, -2 size)
hp 91 (10d10+30)
mp 29
Fort +10, Ref +13, Will +7
Defensive Abilities Shadow Blend; DR 5/-; Immune Shadow, elemental traits
Weakness Holy


Speed 30 ft.
Melee 2 Slams +12 (2d6+4 plus 1d10 shadow damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Corrupting Touch, Dimmed Vision (DC 18), Speak No Evil
Spells Known (SC CL 10th, Concentration +16)

1st (DC 18) – Bone Armor, Dark
2nd (DC 19) – Dark II
3rd (DC 20) – Dark III, Darkra
4th (DC 21) – Boneshatter, Shadow Step


Str 18, Dex 22, Con 17, Int 4, Wis 14, Cha 22
Base Atk +10; CMB +16; CMD 32
Feats Combat Casting, Dodge, Elemental Focus(Shadow), Improved Initiative, Iron Will, Power Attack, Spell Penetration
Skills Acrobatics +17, Escape Artist +17, Knowledge (Planes) +7, Perception +15, Stealth +12
Languages Umbran


Corrupting Touch (Su)

Once every 1d3 rounds, by passing part of its corrupted body through a foe’s body as a standard action, if she hits (+12 touch), the shadow elemental inflicts 7d6 points of shadow damage. This damage manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save (DC 21) halves the damage inflicted. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).

Dimmed Vision (Su)

When a shadow elemental deals shadow damage to a creature, that creature must succeed on a Fortitude save or be dimmed for 1 round. The save DC is listed in the elemental’s stat block and is Constitution-based.

See in Darkness (Su)

A shadow elemental can see perfectly in darkness of any kind, including that created by deeper darkness.

Shadow Blend (Su)

In any condition of illumination other than full daylight, a shadow elemental disappears into the shadows, giving it concealment (20% miss chance). Artificial illumination, even a light spell, does not negate this ability, a daylight spell, however, does. A shadow elemental can suspend or resume this ability as a free action.

Speak No Evil (Su)

Once every 1d2 rounds, the shadow elemental causes her foe to be silent. She can make a ranged touch attack (+14), hitting a foe up to 30 feet away. The subject takes 5d6 points of shadow damage and the target must make a Will save (DC 21) or be inflicted with Silence status effect for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).