This screaming, semi-real apparition wavers before your eyes, seemingly composed of smoke and rubble, filthy water and swirling winds to nowhere.

Shebbah (CR 6; XP 2,400)
CE Large undead (extraplanar, incorporeal)
Init +7; Senses darkvision 60 ft., lifesense 60 ft.; Perception +8
Aura unnatural aura (30 ft.)
AC 17, touch 17, flat-footed 13
(+4 deflection, +3 Dex, +1 dodge, -1 size)
hp 76 (8d8+40)
Fort +6, Ref +5, Will +5
Defensive Abilities channel resistance +2, incorporeal; Immune acid, cold, electricity, fire, undead traits
Speed fly 20 ft. (perfect)
Melee incorporeal touch +8 (8d6, F-DC 18 half)
Special Attacks ghostly vortex (W-DC 18)
Str —, Dex 16, Con —, Int 8, Wis 4, Cha 18
Base Atk +6; CMB +7; CMD 21
Feats Dodge, Improved Initiative, Iron Will, Toughness
Skills Fly +9, Intimidate +15, Knowledge (religion) +10, Perception +8
Languages Aquan, Auran Ignan, Terran
Environment aquatic, desert, planes (Realms Within)
Organization solitary or pair
Treasure none
Ghostly Vortex (Su): As a standard action, a shebbah can attempt to call on what used to be its connection to its elemental base, summoning forth only corrupted necromantic energy. Swirling ghostly wisps of various elements cause all living creatures within a 30 foot spread to make a DC 18 Will save or become panicked for 2d4 rounds. This is a mind-affecting, fear effect and the save DC is Charisma-based.

Shebbah (translated to ‘pitied one’) is the restless spirit of a geniekind, its soul torn from its body by terrible divine magic. A tortured kind of undead, almost completely mad, most were formed during cataclysmic battles long ago, when terrorizing the enemy was almost as important as defeating them in battle. They roam wastelands (mostly deserts) uncomprehending of their state, acting in a random manner in their semi-undeath. They appear as translucent corruptions of their once-physical genie body, but none of their specific powers remain, their elemental connection all but severed, leaving only immunities and cosmetic appearances. They typically bear visible wounds from their death struggle, that emit ghostly emissions of the four component elements.

Shebbah were created during the NewGod Wars, when the Deists invaded the southern deserts of Siwath and Ghadab. The horror engendered by the undead genies struck a strong blow to Elementalist morale. They remain today restlessly wandering, taboo to the nomads of these harsh places. Shebbah is a term in Old Porphyran.

Undead Elementals
‘Ordinary’ elementals may also be bound to the Material Plane through energy level drain from spell or creature. They lose the elemental subtype, and gain incorporeal and undead traits. They do 1d6 incorporeal touch damage per original hit dice, giving a Fort save for half equal to 10 plus half of their original hit dice. They are typically known as “elemental wraiths” and haunt lonely places of their original element.