New Creatures

Black Maw
Colossal Elemental (Extraplanar, Incorporeal)
Hit Dice: 30d8+210 plus 30 (375 hp)
Initiative: +13
Speed: Fly 40 ft. (perfect)
Armor class: 19 (+5 deflection, -6 size, +9 Dex,), touch 18, flat-footed 9
Base attack/grapple: +22/—
Attack:
Full attack:
Space/reach: 30 ft./0 ft.
Special attacks: Blackest cage, forgotten corners, ravaging darkness, siphoned strength
Special qualities: Beacon of darkness, blindsight 300 ft., elemental traits, incorporeal traits
Saves: Fort +19, Ref +28, Will +12
Abilities: Str –, Dex 28, Con 24, Int 10, Wis 11, Cha 20
Skills: Listen +33, Spot +33
Feats: Ability Focus (blackest cage), Ability Focus (forgotten corners), Ability Focus (ravaging darkness), Dodge, Great Fortitude, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Mobility.
Environment: Any
Organization: Solitary
Challenge rating: 20
Treasure: None
Alignment: Usually neutral evil
Advancement:
Level adjustment:

A black mouth of gigantic proportions, partially concealed within an aura of darkness, creeps forwards. As it crosses the landscape, it leaves the ground it has crossed destroyed and cratered, as if large bites had been taken out of it.

Perhaps one of the greatest elementals related to the Plane of Shadow, black maws are ironically never found on the Plane of Shadows. Although they are intelligent and mobile, they are better related to bags of devouring than to normal shadow elementals, feeding nonliving matter directly to the Plane of Shadow and allowing living matter to get caught halfway.

COMBAT
A black maw fights simply by sweeping over foes, either ripping them to shreds thans to ravaging darkness, or else trying to capture them within the extradimensional space that they carry.
Beacon of Darkness (Su): A black maw constantly radiates an area of darkness. They radiate darkness out to 60 feet and shadowy illumination all the way out to 200 feet. 9th-level or epic light effects cancel out any overlapping area between the effect and the beacon of darkness.
Blackest Cage (Su): At the beginning of a black maw’s actions, all creatures sharing a square with the black maw must make a will save (DC 34) or be imprisoned, as the spell. Any creature sharing a square with a black maw can cast freedom to free any such imprisoned creature, as if standing in the square where they were captured. The will save DC is constitution-based.
Forgotten Corners (Su): At the beginning of a black maw’s actions, all creatures in the black maw’s area of darkness must make a reflex save (DC 34) or become trapped within the extradimensional space of the black maw, although they remain conscious. This functions as the maze spell, and any creature within the black maw’s area of darkness can cast freedom to free any such captured creature, as if standing in the square where they were captured. The reflex save is constitution-based.
Ravaging Darkness (Su): At the beginning of a black maw’s actions, each creature within 300 feet takes cold damage, the amount of which depends on the ambient lighting each creature stands in. Creatures standing in bright light take 1d6 cold damage, creatures standing in shadowy illumination take 3d6 cold damage, and creatures standing in darkness take 5d6 cold damage.
Siphoned Strength (Su): At the beginning of a black maw’s actions, all creatures in the black maw’s area of shadowy illumination must make a fortitude save (DC 34) or take 1d4 strength damage and 1d4 dexterity damage. The fortitude save DC is constitution-based.

BLACK MAW LORE
Characters who have ranks in Knowledge (the planes) can learn more about black maws. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs
Knowledge (the Planes)
Code:
DC  Results
20   Black maws are incorporeal “mouths” of the plane of shadow, feeding matter directly into it.
20   Black maws unleash a large amount of darkness, and damage any nearby who wander into darkness.
25   Depending on how close an opponent gets, they may become trapped midway between the material plane and the plane of shadow.
Blackroot
Medium Plant
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 5 ft.
Armor class: 18 (+8 natural), touch 10, flat-footed 18
Base attack/grapple: +4/+6
Attack: tendril +6 melee (1 Dex)
Full attack: 4 tendrils +6 melee (1 Dex)
Space/reach: 5 ft./5 ft.
Special attacks: Infuse terrain, slow mulch
Special qualities: Blindsight 60 ft., camouflage, immunity to cold, low-light vision, plant traits
Saves: Fort +9, Ref +2, Will +2
Abilities: Str 14, Dex 10, Con 18, Int –, Wis 10, Cha 8
Skills:
Feats:
Environment: Plane of Shadow
Organization: Solitary or patch (2-4)
Challenge rating: 4
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 7-14 (Large)
Level adjustment:

This stump appears blackened and dead. A few small roots or tendrils rise out of the ground around it.

Blackroot is the end result of a breeding program that attempted to grow assassin vines in the plane of shadow. The plane of shadow almost killed them, leaving them looking withered, but infused them with shadowstuff.
Blackroots grow no grapes or fruit of any sort.

COMBAT
When a blackroot detects food, it instantly uses its instill terrain ability. Once their foes are snared, they are assaulted by the blackroot’s many tendrils, which rip out of the earth. Once the prey is completely immobilized, it undergoes a slow mulching process.
Camouflage (Ex): Since a blackroot looks like a normal plant when at rest, it takes a dc 20 spot check to notice it before it attacks. Anyone with ranks in Survival, Knowledge (nature), or Knowledge (the planes) may use those skills instead of spot to notice the plant.
Infuse Terrain (Su): Once per encounter, a blackroot can infuse the area within a 30-foot radius of itself with shadowstuff. Doing so is a full-round action. On the round after the shadowstuff is infused, all terrain within range becomes difficult, as the carpet of shadow mystery (caster level 5th). On the second round after the shadowstuff is infused, the area bursts into black flames, acting like the Black Fire mystery (caster level 5th). On the third round after the shadowstuff is infused, the area immobilizes foes, as the clinging darkness mystery (caster level 5th). All of these abilities stack and effectively emanate out from the blackroot, moving as the blackroot moves. All of this abilities effects end the moment that the blackroot creating them dies. The blackroot is immune to the effects of their own infuse terrain ability.
Slow Mulch (Su): Once a blackroot has killed a foe or left them helpless, that foe starts a minute-long process of burial amongst the blackroot’s roots. This does not take any effort on the blackroot’s part but the blackroot cannot move during this process. Each round of this process, the target takes 1d8 slashing damage. At the end of the minute, if they are still alive, they must immediately start holding their breath or begin to suffocate. Dragging a creature out of a blackroot’s clutches is difficult. The strength DC is 15+2 per round spent being buried.

BLACKROOT LORE
Characters who have ranks in Knowledge (the planes) or Knowledge (nature) can learn more about the blackroots. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs
Knowledge (the Planes) or Knowledge (Nature)
Code:
DC  Results
17   On the plane of shadow resides a rare, dead-looking plant called a blackroot, derived from an assassin vine breeding program. 
22   From their exposure to shadow, blackroots have gained the ability to infuse their surroundings with shadow magic as well as an immunity to cold. In addition, blackroot tendrils steal mobility rather than physically damaging the foe.
25   When a nearby foe is immobilized, blackroots begin a slow process of grinding them into mulch.
CROOB
Croob, Warrior 1
Small monstrous humanoid (extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor class: 11 (+1 size), touch 11, flat-footed 11
Base attack/grapple: +1/+0
Attack: Club +1 melee (1d6)
Full attack: Club +1 melee (1d6)
Space/reach: 5 ft./ 5 ft.
Special attacks:
Special qualities: Light Sensitivity, Teka’s Madness, Low-light vision, Luminescence
Saves: Fort +1, Ref +0, Will –3
Abilities: Str 10, Dex 10, Con 9, Int 11, Wis 8, Cha 13
Skills: Climb +4, Swim +4
Feats: True Believer, Toughness
Environment: Plane of Shadow
Organization: Solitary, Pair, Sect (10-100), Cult (50-500 plus 50% noncombatants plus 1 3rd-level fanatic per 20 adults and one leader of 4th-6th level), Covenant (1,000-10,000 plus 100% noncombatants plus 1 3rd-level fanatic per 20 adults plus 50-100 4th-6th level soothsayers plus 20-40 galks plus 1 7th-8th level leader plus 1 Geluk)
Challenge rating:[/B] 1/3
Treasure: 1/2 standard
Alignment: Usually Chaotic Neutral
Advancement: By Character Class
Level adjustment: +0

This pale white humanoid is about the size of a gnome or halfling, but is hunched over, making it appear even smaller. It has deep bags underneath its pitch black eyes and its hands each end in a talon. Their bodies seem to glow with an eerie light.

Croobs are small castaways from the mad dreams of Teka with unstable and violent tendancies.
Their skin always ranges from a deep shade of grey to a chalky white. Their eyes are completely black. They wear ragged clothing, preferring dark colors to light ones.
The croob obediently obey the insane orders of their deity, which make perfect sense to the equally insane croob. This obedience is instinct rather than faith, preventing the presence of clerics or adepts. Instead, Cultists are abundant.
The croobs are secretive to a fault, going as far as hiding the success of a mission from their superiors. The only being that they are completely open with is Teka, who is too insane to truly make anything of their instinctual prayers.
Though croobs have no racial enemies, a couple of misinterpreted missions have caused genocides on the material plane. A few well-informed researchers are beginning to realize the threat that they hold, for they seem to be spawned faster than even goblins or kobolds, gather in larger numbers, and never need to sleep.
A croob is about 2 feet tall when standing completely erect (a rare occurrence) and weigh 40 to 50 pounds.
Croobs speak common and their own language, croob, with a voice that sounds like a soft breeze.

COMBAT
Croobs, as a general rule of thumb, don’t attack. Instead, they swarm and massacre. Sometimes, entire cults or covenants of them converge upon a target as small as a thorp, or even a small group of individuals, with even the normal noncombatants joining in the bloodshed. There have been tales of great individuals buried alive under the aftermath of a croob assault. These large-scale attacks are quite rare, however. Normally, croobs seek to escape combat, working in small groups or individually.
If these “sneaky” croobs are forced into combat, they fight erratically and with little subtlety. Furthermore, they don’t seem to notice that they are alone, taking advantage of an inexistent flanking opportunity or aiding an ally who simply isn’t there.
Light Sensitivity (Ex): Croobs are dazzled in bright sunlight or within the radius of a daylight spell.
Luminescence (Ex): Croobs continually give off light equivalent to that given off by a candle. This ability may not be suppressed and imposes a –2 penalty on hide checks.
Teka’s Madness (Ex): Croobs have permanently been infected with Teka’s Madness, altering their mind to the point of insanity. Croobs take a –2 penalty to all wisdom-based skill checks and will saves, but needs not sleep.
Furthermore, a croob with a Charisma of 12 or higher can make an untrained knowledge check, using their charisma modifier instead of their intelligence modifier a number of times each day equal to their charisma modifier.
Lastly, a croob is unable to comprehend the concept of fighting on one’s own. When fighting alone, a croob must make a dc 10 will save each round or provoke an attack of opportunity at the end of their round.

The croob warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 8, Con 9, Int 11, Wis 10, Cha 13
Challenge Rating: Croobs with levels in NPC classes have a CR equal to their character level –3.

CROOB SOCIETY
Croobs are decidedly fonder of the Plane of Shadow, where their progenitor still spawns them forth. Amongst their other mental deficiencies, they are extremely secretive and paranoid, leading to a society that by all means shouldn’t exist. In the end, the leader of the society is the one strong enough or clever enough to coax the most information out of their underlings, or by a Geluk, if they are lucky enough to possess one.
Croobs generally stay within a small area of land, which can be any form of terrain, only slightly modified by the creation of ramshackle structures. Once they have made their claim, they rarely step beyond it, save to fulfill Teka’s wishes.
In the center of each croob society is a pit of darkness called the spawning pool, from which all new croobs emerge as infants. The croobs themselves do not breed true (see galks).

CROOB CHARACTERS
Croob characters possess the following racial traits
  • –2 Strength, +2 Dexterity, –2 Wisdom
  • Small Size: +1 bonus to armor class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of medium characters.
  • A croob’s base land speed is 30 feet.
  • Low-light vision
  • Racial Feats: A croob character gains True Believer as a bonus feat, otherwise gaining feats according to its character class
  • Special Qualities (see above): Light sensitivity, luminescence, Teka’s madness
  • Automatic Languages: Croob, Common. Bonus Languages: None
  • Favored Class: Cultist
  • Level adjustment: +0

CROOB LORE
Characters who have ranks in Knowledge (the planes) can learn more about the croob. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs
Knowledge (the Planes)
Code:
DC  Results
10   On the plane of shadows is a race of insane cultists known as the croob. 
15   The croob are the mad creations of a shadow deity named Teka, who drives her creations made through the process of their births.
25   Although alive, the croob do not breed true. The few croob who breed have monstrous children known as galks.
Cursed Walker
Large Undead
Hit Dice: 14d12+42 (133 hp)
Initiative: +1
Speed: 30 ft.
Armor class: 20 (-1 size, +10 natural, +1 Dex), touch 10, flat-footed 19
Base attack/grapple: +10/+20
Attack: Slam +16 melee (2d6+6)
Full attack: 2 slams +16 melee (2d6+6)
Space/reach: 10 ft./10 ft.
Special attacks: Absorb Taint, Curse Item, Snatch Item, Spell-like abilities
Special qualities: Curse Wielder, Damage Reduction 10/good, Darkvision 60 ft., Undead Traits, Unholy Toughness
Saves: Fort +4, Ref +5, Will +12
Abilities: Str 22, Dex 12, Con –, Int –, Wis 16, Cha 16
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge rating: 14
Treasure: 1/10 coins; double goods; triple items (cursed items only)
Alignment: Always Neutral Evil
Advancement: 15-22 HD (Huge)
Level adjustment:

As this gigantic, chalk-white skeleton lumbers forward, you notice several trinkets lining its bones. Amulets and rings hang from its ribs, wands and scrolls reside within the ribcage, and two grey gems are locked in its eye sockets.

Though many shadow magic practitioners pretend not to notice it, there is indeed a malevolence of sorts about the plane of shadow. Some shadowcasters, seeking to control this malevolence, one unfortunate soul found their answer in cursed walkers when he killed a man with a scarab of death and reanimated him. Although the original creator was slain by his creation, his research lived on, and it has since been proven that cursed items are a crucial factor in their creation.
Cursed walkers walk the world, adding malevolent items onto their person and gaining strength from each one. Strangely, even malevolence normally undetectable to others is picked up by the cursed walker, and they are just as likely to pick up a mace of blood as a mundane butcher knife used to kill an innocent. In battle, however, a cursed walker would gladly steal a benevolent item and taint it to fit its needs.
To create a cursed walker, first, the individual to be reanimated must have been killed by a magic item. Next, a caster of caster level 12 or higher must cast create undead, create greater undead, or walking dead on the corpse after placing a gem of night (ToM, page 156) in each of the corpses eyes (replacing the material component for create undead). The cursed walker comes back indifferent (if walking dead or create greater undead was used) or hostile (if create undead was used) towards its creator. In addition, its creator cannot gain direct control over the cursed walker through any means.

COMBAT
In combat, a cursed walker has a straightforward strategy. Steal the opponent’s weaponry, curse it, and then curse any opponent not using weapons. Once their opponents are hapless, a cursed walker is content to continue on its merry way, but if pressed, a cursed walker will fight to the death.
Absorb Taint (Sp): A cursed walker, when in danger, can absorb the taint of their cursed items directly into themselves, healing themselves. As a standard action, a cursed walker can heal 20 health. Each use of this ability uses up one of the cursed walker’s daily uses of their bestow curse spell-like ability.
Curse Item (Sp): While a cursed walker eventually bestows curses upon all items it holds (after somewhere between a week and a month), it can spread the essence of taint from its cursed items to a new one, speeding up the process. As a standard action, a cursed walker can curse any item it possesses (roll on Cursed Item Common Curses, DMG page 272). Each use of this ability uses up one of the cursed walker’s daily uses of their bestow curse spell-like ability and the new cursed item only grants another daily use after 24 hours.
Curse Wielder (Ex): A cursed walker is ironically immune to the cursed items that once slew them. A cursed walker also gains proficiency with any cursed item wielded, automatically succeeds on all spellcraft checks made to use cursed items, and is not limited by item space limitations (although they may not wield more than 2 weapons or wear more than one suit of armor at a time. How each curse is neutralized depends with the curse.
Delusion: The cursed walker is aware that the item serves no real function.
Opposite effect or target: The cursed walker is aware of the item’s true function.
Intermittent functioning: The item always functions for the cursed walker and only when the cursed walker wishes for it to.
Requirement: The requirement is ignored.
Drawback: The drawback is ignored.
[I]Completely different effect:[I] The cursed walker is aware of the item’s true function.

In addition, the cursed walker is immune to all numeric penalties placed by cursed items and can put away cursed items and draw new ones even if a cursed item’s effect would normally prevent such action. Lastly, if a curse is only activated once a condition is met, all of that item’s effects are merely suppressed for 1d4 hours whenever that condition is met.

Snatch Item (Ex): A cursed walker can snatch items from others, both actively and reflexively. As a full-round action, a cursed walker can make an attack roll against a target, provoking an attack of opportunity from that target. If the attack is successful, the target takes no damage, but one visibly stowed item (including items worn, except armor) is stolen, ready to be cursed on the cursed walker’s next turn.
If an attack against the cursed walker made with a manufactured weapon succeeds, it takes a DC 20 strength check to remove the weapon afterwards. If this check fails, the cursed walker can curse the item on their next turn.

Spell-like Abilities (Sp): At will — detect evil.
In addition, 1/day per cursed item in their possession, a cursed walker may use bestow curse (DC 17). Caster Level 10th.

Unholy Toughness (Ex): A cursed walker gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.

CURSED WALKER LORE
Characters who have ranks in Knowledge (the planes) can learn more about cursed walkers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs
Knowledge (the Planes)
Code:
DC  Results
15    Cursed walkers are undead made from those killed by cursed items and reanimated using shadow. They are constantly on the quest for new items with cursed or unlucky histories.
20   Cursed walkers are highly resilient against all but good weapons, and have more fortitude than is normal with undead creatures.
25   Cursed walkers ignore the curses of the items they bear and can draw upon these cursed items to curse others, curse new items, or to heal themselves.
Dark Drone
Small Vermin
Hit Dice:16d8+16
Initiative: +2
Speed: 40 ft.
Armor class: 18 (+2 Dex, +6 natural); touch 12; flat-footed 16
Base attack/grapple: +12/+11
Attack: Bite +15 melee (1d4+3)
Full attack: Bite +15 melee (1d4+3) and two claws
Space/reach: 5 ft./ 5 ft.
Special attacks:, Pheromones, rapid molt
Special qualities: Aura of darkness, darkness vision, immune to cold, scent, vermin traits
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 16, Dex 14, Con 12, Int –, Wis 12, Cha 8
Skills:
Feats:
Environment: Plane of Shadow
Organization: Solitary; Scourers (2-10); Colony (50-500); Swarm (550-1,000)
Challenge rating: 16
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: Neutral
Advancement: 17-18 HD (Medium); 19-20 HD (Large); 21-22 HD (Huge); 23-24 HD (Gargantuan); 25-26 HD (Colossal)
Level adjustment:

The insect before you resembles a monstrous ant, except that its head bears uncountable eyes and that its skin seems slightly darker in hue

Dark drones are the quick-growing Plane of Shadow equivalent of monstrous vermin. Although other unique forms of vermin have evolved on the Plane of Shadow, they are invariably wiped out by the drones. Dark drones act exactly as any other ant, down to the way in which they protect and feed their queen. Strangely, despite these actions towards a queen drone, no such queen exists in any known colony, and no dark drone egg has ever been seen. How, or if, the dark drones reproduce is yet to be seen.

COMBAT
Dark Drones, due to their limited senses, are usually forced to live within shadow. Their pheremones provide a good defense against enemies, and they use their rapid molt ability if they are pressured too hard.
Aura of Darkness (Su): Dark Drones emanate a 20-foot radius area of darkness. This darkness is not magical in nature, and can be seen though with darkvision.
Darkness Vision (Ex): Despite their many complex eyes, dark drones can only see within areas of darkness (including their own aura of darkness). Bright light or shadowy illumination renders the dark drone blind (although it can still use smell).
Pheromones (Ex): Dark drones have access to two pheromones, which they use instinctively in combat. Outside of combat, dark drones can identify each other by these pheromones (and as such, any disguise to fool them must also include an olfactory aspect).
Battle-Initiator: The first time in each encounter when a dark drone attacks, and again when it dies, it unleashes a pheromone to excite and anger nearby dark drones. Any dark drone that come close enough to smell the pheromone within the next minute joins the combat if able and gains a +2 bonus to strength (these bonuses stack).
Non-combatant: While not in combat, a dark drone unleashes a pheromone that calms others, as the calm emotions spell (DC 19 negates). Dark drones are immune to this pheromone, however, and can be as violent as they please. Upon releasing the battle-initiator pheromone, the non-combatant pheromone cannot be released until the end of the encounter.
If the dark drone is lowered to under one-half of their maximum hit points in combat, however, they unleash a burst of their non-combatant pheromone, which lasts one minute. This single use per encounter is all that they get in combat, even if healed above and knocked below half of their hit points several times in one encounter.
Rapid Molt (Ex): Although a dark drone naturally molts several times within their lives, they can force a molt in a hurry if pressured, as often as once per week. Doing so takes a full-round action and provokes no attacks of opportunity. At the end of the action, the dark drone gains a hit die and heals health equal to twice their hit die, but they lose their natural armor bonus for 1 minute, after which it returns with a +1 bonus.
A dark drone cannot use this ability if doing so would cause them to grow a size category in a place unable to accommodate the new size.

DARK DRONE LORE
Characters who have ranks in Knowledge (the planes) can learn more about dark drones. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs
Knowledge (the Planes)
Code:
DC  Results
15   Dark drones are quick-growing vermin from the plane of shadow, all dedicated to the protection of inexistent “dark queens”. 
20   Dark drones unleash a small aura of darkness, and can only detect creatures within darkness or through scent.
25   Dark drons have a couple of pheromones which they use in combat, and they can rapidly molt if pressed too hard.
Darkling Swarm
Fine Elemental (Extraplanar, Incorporeal, Swarm)
Hit Dice:8d8 (36 hp)
Initiative: +11
Speed: Fly 40 ft. (perfect)
Armor class: 18 (+1 deflection, +7 Dex), touch 18, flat-footed 11
Base attack/grapple: +9/—
Attack: Swarm (2d6 cold)
Full attack: Swarm (2d6 cold)
Space/reach: 10 ft./0 ft.
Special attacks: Distraction, Shadow Vision
Special qualities: Blindsight 60 ft., elemental traits, immune to weapon damage, improved evasion, incorporeal traits, swarm traits
Saves: Fort +4, Ref +15, Will +4
Abilities:Str –, Dex 24, Con 10, Int 4, Wis 10, Cha 12
Skills: Hide +28, Listen +5, Spot +5
Feats: Ability Focus (distraction), Ability Focus (shadow vision), Improved Initiative
Environment: Plane of Shadow
Organization: Solitary, Dusk (2-4 swarms), or Nightfall (5-8 swarms)
Challenge rating: 7
Treasure: None
Alignment: Usually neutral evil
Advancement:
Level adjustment:

The creature you see is a swirling vortex of shadow. Looking closer, it is made up of thousands of tiny motes of darkness. It silently approaches.

Whenever a shadow elemental is damage, a few small motes of shadow escape. Of them, the largest often absorbs the others, becoming a barely sentient and altogether harmless creature known as a darkling. When thousands of darklings gather together, however, they can form a terrible swarm, killing every living thing it touches but leaving objects almost unscathed.

COMBAT
A darkling swarm is only barely sentient, but knows enough to go after spellcasters, who they consider to be the only ones truly capable of harming them. If sufficiently damage, the swarm may duck within the nearest object large enough (normally the floor).
Distraction (Ex): Any living creature that begins its turn with a darkling swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based
[B]Shadow Vision (Su): Whenever a living creature takes swarm damage from a darkling swarm, they must make a DC 19 will save or fall under the effects of the Shadow Vision mystery, except that its duration is 1 round. The save DC is Charisma-based.

DARKLING SWARM LORE
Characters who have ranks in Knowledge (the planes) can learn more about darkling swarms. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs
Knowledge (the Planes)
Code:
DC  Results
17   Darkling swarms are swarms of fine shadow elementals, extremely resilient against most forms of attack.
22   Anyone swarmed by a darkling swarm may have their vision temporarily corrupted by shadow.
GALK
Large Monstrous Humanoid (extraplanar)
Hit Dice: 8d8+56 (92 hp)
Initiative: +1
Speed: 40 ft.
Armor class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base attack/grapple:+8/+18
Attack: Claw +14 melee (1d6+6)
Full attack: 4 claws +14 melee (1d6+6)
Space/reach: 10 ft./10 ft.
Special attacks: Assimilate, Improved Grab, Teka’s Curse
Special qualities: Darkvision 60 ft., Inexistent Mind, Power Resistance 20, Spell Resistance 20
Saves: Fort +9, Ref +7, Will –3
Abilities: Str 22, Dex 12, Con 24, Int 6, Wis 1, Cha 10
Skills: Hide +12, Listen +4, Spot +5
Feats: Alertness, Endurance, Diehard
Environment:Plane of Shadow
Organization: Solitary, Pair, or Gang (3-8)
Challenge rating: 8
Treasure: 1/2 coins, no goods, no items
Alignment: Always neutral
Advancement: 9-14 HD (Large); 15-20 HD (Huge)
Level adjustment:

The hulking figure before you has the mass of a giant. Its white skin stands in stark contrast to its dark surroundings. Its two-toed feet appear firmly rooted in the ground and its four wickedly clawed arms seem to emerge from its back. Its face is almost featureless, save for pitch black teeth that jut out of the slab of flesh at random

According to most definitions, croobs are not a proper species. Though they are indeed alive and they aren’t genetically viable with any other life form, they do not breed to create more croobs. Instead, Teka continually spawns more of them. The croobs do mate, however, and the resulting children grow to be the horrific and powerful protectors of the croob, the galks.
Many mistake the galks for a mutated Grey Render, but the two beings are in no way connected. Galks are far more insane than their croob progenitors, as well as being far more violent. Their entire body is formed not of bone and muscle but of pure flesh, ranging from the calcified flesh that forms a rough skeleton to the nearly gelatinous flesh on its stomach.
Galks need not eat, sleep, or breathe, gaining all of their nourishment from their assimilate ability.

COMBAT
Galks attack to kill. Whether facing one or multiple opponents, galks prefer to assimilate one opponent and then head after others. They may hide and wait for prey to approach but use little more in the way of tactics, although they are normally loathe to leave behind the croob society that they guard.
Improved Grab (Ex): To use his ability, a Galk must hit a target with two or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Assimilate (Ex): A galk that begins a turn with a victim pinned and that makes one more successful grapple check automatically drags the victim directly into their stomach, where they are left to float in a shadow-infused mass of gelatinous flesh. The stomach can hold one medium creature, two small creatures, or four tiny or smaller creatures. Each round that a subject remains trapped, they take 1 point of wisdom damage. In addition, the subject has to hold their breath or start drowning. The subject is freed if they can make two consecutive successful grapple checks against the Galk or if the galk is slain.
Teka’s Curse (Su): Any creature slain by a galk and revived by any means less than a true resurrection, miracle, or wish permanently from images of Teka’s madness, which infests their dreams. From that point onward, the target cannot sleep of their own accord, although prolonged periods of sleeplessness eventually force them asleep. This curse can be removed by a break enchantment, heal, limited wish, wish, or miracle spell, or by the unveil mystery.
Inexistent Mind (Ex): Galks, running against all logic of life, have no form of mind or brain structure, but still manage to function. As such, it is immune to all mind-affecting effects and any attempt to read or contact its mind automatically fails.

GALK LORE
Characters who have ranks in Knowledge (the planes) can learn more about galks. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs
Knowledge (the Planes)
Code:
DC  Results
16    Galks are the resulting spawn from croob mating. They are gigantic masses of flesh, functioning without muscles or brain.
21   Galks feed by inserting food into its stomach, where the creature’s psyche is picked apart as they drown. This assimilation is the only nourishment that a galk requires. 
26   The few beings slain by galks and brought back to life are forever haunted by images of Teka’s madness, preventing proper sleep.
32   Galks breed no truer than the croobs. In the few cases when they manage to breed, the resulting offspring is a much more intelligent geluk.
GELUK
Medium Monstrous Humanoid
Hit Dice: 13d8+24 (78 hp)
Initiative: +12
Speed: 20 ft.
Armor class: 20 (+2 Dex, +6 insight, +2 natural), touch 18, flat-footed 18
Base attack/grapple: +12/+12
Attack: Slam +12 melee (1d6)
Full attack: 2 slams +12 melee (1d6)
Space/reach: 5 ft./5 ft.
Special attacks: Mysteries, Psionic Powers,
Special qualities: All-Around Vision, Clarity of Teka, Damage Reduction 10/good, Dual Actions, Immunity to Cold, Power Resistance 30, Spell Resistance 30, Telepathy 100 feet
Saves: Fort +12, Ref +16, Will +17
Abilities: Str 10, Dex 14, Con 14, Int 20, Wis 16, Cha 22
Skills: Bluff +21, Diplomacy +21, Knowledge (arcana) +20, Knowledge (psionics) +20, Knowledge (the planes) +20, Psicraft +20, Spellcraft +20
Feats: Still Mystery, Empower Mystery, Maximize Mystery, Quicken Mystery, Improved Initiative
Environment: Plane of Shadows
Organization: Solitary or Entourage (1-2 plus 10-50 croobs plus 2-8 galks)
Challenge rating: 15
Treasure: Double standard
Alignment: Usually Chaotic Evil
Advancement: by character class
Level adjustment: +8

The strange being you see has an overlarge head, in which are embedded ten eyes, distanced equidistantly around the head. The head otherwise appears featureless. The rest of the body has a wiry, humanoid build. The flesh of the creature you gaze at is a deep shade of grey.

Although it is relatively rare for them, galks occasionally figure out how to mate. When this happens, it is revealed that the galk breeds no truer than croobs. Their offspring, made almost entirely out of grey matter, are known as the geluk. Geluks, unlike the past two generations of beings, represent their progenitor deity’s propensity for both psionics and shadow magic.
When a geluk reaches a society of croobs, it invariably takes command, sharing command with any other geluk that may already be there (although societies with two or more geluks are quite rare). Geluks serve as the minds of the society, interpreting Teka’s mad whispers into sane, long-term plans. They are also the most likely to parlay with another group of sentient beings.
The physiology of the Geluk is somewhat unique in the way that two individual minds are wired into one brain. Furthermore, these minds, rather than antagonistically fighting for control, work in harmony with each other. One mind is believed to specialize in shadow magic while the other is believed to specialize in psionics. On a side note, Geluks are physically incapable of breeding, although a few do try to teach galks how to do so, in order to continue a line of succession.

COMBAT
Geluks approach combat methodically and with a cool and calculating demeanor. They prefer to have won the match before it has even begun, either through infiltration, coercion, or overwhelming advantage of numbers. If forced into combat itself, the geluk uses both rounds of actions to attempt to disable its foes by any means necessary. Only in times of desperation do geluks ever use their rather ineffective slam attacks.
Mysteries: Geluks cast mysteries (but not fundamentals) as 13th-level shadowcasters.
Typical Mysteries known (DC 16+mystery level); 1st—Carpet of Shadow (supernatural, 3/day), Voice of Shadow (supernatural, 3/day); 2nd—Black Fire (supernatural, 3/day), Congress of Shadow (supernatural, 3/day); 3rd—Clinging Darkness (supernatural, 3/day), Flicker (supernatural, 3/day);4th—Warp Spell (spell-like, 2/day), Step into Shadow (spell-like, 2/day), Bolster (spell-like, 2/day);5th—Echo Spell (spell-like, 2/day), Pass into Shadow (spell-like, 2/day);6th—Flood of Shadow (spell-like, 2/day);7th—Prison of Night (spell, 1/day)
Psionic Powers: Geluks manifest powers as 13th-level psions.
Typical Psion Powers Known (power points 186; save DC 16 + power level): 1st—Conceal Thoughts, Deceleration, Demoralize, Entangling Ectoplasm, Psionic Grease; 2nd—Cloud Mind, Detect Hostile Intent, Ego Whip, Mental Disruption;3rd—Body Adjustment, Dispel Psionics, Psionic Blast, Forced Share Pain;4th—Death Urge, Psionic Divination, Psionic Freedom of Movement, Telekinetic Maneuver;5th—Ectoplasmic Shambler, Psionic Planeshift, Psychic Crush, Psionic True Seeing;6th—Psionic Contingency, Psionic Disintegration, Fuse Flesh, Psionic Overland Flight;7th—Insanity
All-Around Vision (Ex): The many eyes of a Geluk grant them a +4 racial bonus on spot and search checks, and they can’t be flanked.
Clarity of Teka (Ex): Geluks, unlike their predecessors, gain tremendous insight from their progenitor deity, adding their charisma modifier (normally +6) as an insight bonus (or penalty, if negative) to their AC, initiative checks, and all saving throws.
Dual Actions (Ex): Each round, a geluk may take two full rounds of actions, meaning that they may make a full attack, manifest a power, and move, make two full attacks, etc. They may not, however, cast two mysteries or manifest two powers in one round (they are free to use their standard actions to use one of each, however).

GELUK LORE
Characters who have ranks in Knowledge (the planes) or Knowledge (psionics) can learn more about geluks. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs
Knowledge (the Planes) or Knowledge (Psionics)
Code:
DC  Results
17   Geluks are the enigmatic and strangely sane leaders of the croobs and galks, in charge of turning their mad god’s ravings into divine mandates.
22   Geluks are resilient against all but good weapons, against spells and powers alike, and have telepathic capabilities.
27   Geluks have two independently working minds, one of which deals with shadow magic, and the other of which deals with psionics.