Shadow Elemental, Medium (CR 3)
AC 18, touch 14; flat-footed 14 (+3 dex, +1 dodge, +4 natural)
hp 30 (4d10+4)
Fort +5, Ref +7, Will +5
Defensive Abilities Shadow Blend; Immune Shadow, elemental traits
Speed 30 ft.
Melee Slam +5 (1d6+1 plus 1d6 shadow damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain, Dimmed Vision (DC 13)
Spells Known (SC CL 4th, Concentration +7)
1st (DC 14) – Dark
Str 12, Dex 16, Con 13, Int 4, Wis 14, Cha 16
Base Atk +4; CMB +5; CMD 18
Feats Combat Casting, Dodge, Iron Will, Power Attack
Skills Acrobatics +8, Escape Artist +8, Knowledge (Planes) +3, Perception +9, Stealth +10
Blood Drain (Su)
Once every 1d4 rounds, a shadow elemental can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 15) or take 1d8 points of shadow damage and the shadow elemental is healed for that much. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
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.
Terror Touch (Su)
Once per day, a shadow elemental reaches out with terror towards an opponent within 35 feet. The affected creature becomes frightened for 1d4 rounds. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. If the subject succeeds on a Will save (DC 15), it is shaken for 1 round. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).