A wavering mass of light, seemingly moving of its own accord, flows before and round you, containing colors not quite of this world, and a humming, hungry sensation.

Emph (CR 8; XP 4,800)
CN Huge aberration (incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +18
AC 13, touch 13, flat-footed 11
(+3 deflection, +2 Dex, -2 size)
hp 67 (9d8+27)
Fort +5, Ref +5, Will +9
Defensive Abilities incorporeal; Immune flanking; SR 19
Weakness darkness, does not threaten spaces
Speed fly 40 ft. (perfect)
Melee 2 incorporeal shadow claws +6 (4d4)
Space 15 ft.; Reach 0 ft.
Special Attacks greater dazzle, searing strike, shadow claws
Spell-Like Abilities (CL 9th; concentration +12)
At will—blindness/deafness (blindness only) (F-DC 15), color spray (W-DC 15), confusion (W-DC 17), fear (W-DC 17), hypnotic pattern (W-DC 16), rainbow pattern (W-DC 18)
Str —, Dex 15, Con 14, Int 10, Wis 17, Cha 17
Base Atk +6; CMB +10; CMD 22
Feats Improved Initiative, Skill Focus (Intimidate, Perception), Spell Focus (illusion), Toughness
Skills Fly +17, Intimidate +18, Perception +18, Spellcraft +12
SQ dweller in light
Languages Aklo
Environment urban
Organization solitary
Treasure none
Special Abilities
Dweller in Light (Ex) An emph may occupy up to nine adjacent squares in any configuration, so long as that no part of the creature is in darkness and one space occupies the same space as a light source. An emph may concentrate its presence in fewer spaces, gaining a +1 natural armor bonus for every “overlapping space”. When the emph has a natural armor bonus of +5 or more it is considered to have lost its incorporeal subtype. Identifying the spaces in which an emph occupies is possible with many forms of divination magic (such as detect chaos) or enhanced senses. Magical or mundane darkness is like a physical barrier to an emph, with any opponent standing within darkness receiving 100% concealment to the emph’s attacks.
Greater Dazzle (Ex) As a free action, an emph can cause its form to strobe violently. Any creature seeing this display must succeed a Fortitude save (DC 17) or be dazzled for 1 round. The save DC is Charisma-based.
Searing Strike (Su) Emphs can attack any number of creatures within their space with an intense field of burning light as a full-round action. Creatures that fail a Reflex save (DC 17) suffer 3d8+3 points of fire damage. The save DC is Charisma-based.
Shadow Claws (Su) Any creature directly lit by the same light as the emph inhabits, casts a shadow that the emph can animate and use to attack. These shadow claws attack as an incorporeal attack.

Strange beings birthed of forbidden experiments with the pseudo-living dimensional stuff of chaotic Outer Planes, emphs have spread from the forgotten laboratories of their origin to inhabit the large communities of sentients. They are drawn to thinking, visually based beings as predators to prey, suggesting that their original purpose was as a living weapon. Though intelligent, conversing with emphs is like talking to an egotistical child who wishes praise for its destructive works- though speaking with a living mass of carnivorous light can be daunting.

An emph exists within the medium of light and has no physical form. It does not give off light; it exerts control over the light it inhabits. In direct sunlight, such as an open field, an emph achieves a euphoric state, reveling in its total freedom like a bird soaring over the ocean. The attitude of an emph in this state starts off as Friendly, and it will be unlikely that those it encounters will be attacked unless the emph is particularly hungry. An emph indoors, moving from light source to light source is its natural habitat, and it becomes a keen predator there. An emph eats by searing raw flesh and consuming the gas and particles that emitted by it. Emph reproduce by fission, and not often, typically near the end of its 100-year life span.

Emph can be controlled by the use of darkness, magical and otherwise, and if completely deprived of light (including its daylight ability) and Intimidated into quiescence it can be contained and trapped, as some mage-specialists have done. When enclosed in darkness, an emph resembles a quivering egg of shimmering protoplasm as big as a human.

On Porphyra
Emphs were created by erkunae chromomages in the early days of the Erkusaan Empire, and used as a tool of invasion against enemy cities and large encampments. Most of the emphs that lurk in settlements today are descendants of those freed when the erkunae fleet was destroyed in the Pardesh invasion. Emphs are still kept and bred in G’sho’laa’n’rr as gladiatorial opponents, guards of closed city-wings, and as dangerous entertainment devices; erkunae chromomages are skilled at controlling them with spells and items that utilize darkness.