Latest News

Happy Halloween Update!

Home > Bestiary > Outsiders > Elemental Family > Shadow Elemental >

Minor Shadow Elementala

Shadow Elemental, Minor (CR 1)

XP 400
N Small Outsider (Shadow, Elemental, Extraplanar)
Init +1; Senses Darkvision 120 ft., see in darkness; Perception +7

DEFENSE

AC 16, touch 12; flat-footed 15 (+1 dex, +4 natural, +1 size)
hp 11 [20] (2d10)
mp 2
Fort +3, Ref +4, Will +4
Defensive Abilities Shadow Blend; Immune Shadow, elemental traits
Weakness Holy

OFFENSE

Speed 30 ft.
Melee Slam +3 (1d4 plus 1d4 shadow damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain, Dimmed Vision (DC 11)
Spells Known (SC CL 2nd, Concentration +4)

1st (DC 13) – Dark

STATISTICS

Str 10, Dex 12, Con 11, Int 4, Wis 14, Cha 14
Base Atk +2; CMB +1; CMD 12
Feats Combat Casting*, Iron Will
* Bonus Feat
Skills Acrobatics +4, Escape Artist +4, Knowledge (Planes) +1, Perception +7, Stealth +8
Languages Umbran

SPECIAL ABILITIES

Blood Drain (Su)

Once per day, a shadow elemental can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 13) 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 30 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 13), it is shaken for 1 round. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).