Being an elemental of darkness, born of a fusion of powerful hatred and Mist. Dark elementals are born only in places where living creatures have perished with vengeance unexacted, rising from the spilled blood of the dead. Though they are not, by nature, evil, they suffer no challenge, and will drag those they deem foes into the darkness. – Imban
Dark Elemental (CR 12)
XP 19,200
TN Medium Outsider (Elemental, Extraplanar, Shadow)
Init +14; Senses Darkvision 120 ft., see in darkness; Perception +22
DEFENSE
AC 30, touch 21, flat-footed 19 (+10 Dex, +1 dodge, +9 natural)
hp 136 [208] (16d10+48)
mp 59
Fort +12, Ref +20, Will +10
Defensive Abilities Barrier Change
DR 10/-; Absorb shadow; Immune charm, death, earth, gravity, imperil; Weakness holy
OFFENSE
Speed fly 40 ft. (perfect)
Melee 2 slams +26 (1d6+2 plus 2d8 shadow damage)
Special Abilities White Wind
Spells Known (SC CL 16th; concentration +25 [+29 casting defensively or while grappled])
At will (DC 19) – Dark Orb, Elemental Orb (all except earth)
1st (DC 20) – Aero, Blizzard, Dark, Fire, Thunder, Water
2nd (DC 21) – Aero II, Blizzard II, Dark II, Fire II, Thunder II, Water II
3rd (DC 22) – Aera, Aero III, Blizzara, Blizzard III, Dark III, Darkra, Fira, Fire III, Thundara, Thunder III, Water III, Watera
4th (DC 23) – Aero IV, Blizzard IV, Dark IV, Fire IV, Thunder IV, Water IV
STATISTICS
Str 14, Dex 30, Con 15, Int 4, Wis 16, Cha 28
Base Atk +16; CMB +18; CMD 38
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Power Attack, Spell Penetration, Toughness, Weapon Finesse
Skills Acrobatics +19, Escape Artist +19, Knowledge (Planes) +7, Perception +22, Stealth +29
Languages Umbran
SPECIAL ABILITIES
Barrier Change (Su)
Once every 1d2+1 rounds as a free action, a dark elemental can remove any protections previously gained from this ability and gain a new set of elemental resistances by rolling 1d4.
On a roll of 1, it begins to absorb ice and lightning, becomes weak to fire, and may cast fire elemental spells.
On a roll of 2, it begins to absorb fire and lightning, becomes weak to ice, and may cast ice elemental spells.
On a roll of 3, it begins to absorb fire and ice, becomes weak to lightning, and may cast lightning elemental spells.
On a roll of 4, it begins to absorb fire, ice, and lightning, becomes weak to wind, and may cast wind elemental spells.
A dark elemental may not cast elemental spells which do not correspond to its current elemental weakness.
See in Darkness (Su)
A dark elemental can see perfectly in darkness of any kind, including that created by deeper darkness.
White Wind (Su)
1/day a dark elemental can emit a gust of white wind that heals allies other than itself within 20 feet for an amount equal to the dark elemental’s current hit points in damage. The healing received per creature is capped at 10 per hit die attained for the caster (ex: 16 hit dice would mean a cap of 160 healing for each creature). Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
ECOLOGY
Environment ruins
Organization solitary or pair
Treasure none