Porton Working Draft
Porton
Colossal Elemental (incorporeal)
Hit Dice: 24d8+96 (204 hp)
Initiative: +0
Speed: Fly 30 ft. (6 squares, perfect, cannot run)
Armor Class: 4 (-8 size, +2 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +18/—
Attack: Void touch +12 touch (void field)
Full Attack: Void touch +12 touch (void field)
Space/Reach: 40 ft./30 ft.
Special Attacks: Dark lightning, void field
Special Qualities: Blind, deaf, immunities, immunity to temporal effects, imprecise blindsight, negative energy affinity, spell resistance 21, susceptibility to energy damage
Saves: Fort +18, Ref +10, Will +8
Abilities: Str —, Dex 15, Con 18, Int —, Wis 11, Cha 10
Skills: —
Feats: —
Environment: The skies of Gnibile (see below)
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Neutral
Advancement: 25-48 HD (Colossal)
Level Adjustment: —
A disc of shimmering nothingness hangs in the sky. It's size is vast -  maybe as wide as you could throw a dart or hammer and as tall as an  ogre. There's no visible substance to it, just a twisting distortion in  the air like the heat-haze above a furnace. It could just be a weird  weather phenomenon, but it doesn't seem to be moving with the wind. 
Portons are strange entities that exist by drawing energy from negative  elemental planes. They are effectively autonomous, self-generating  gateways to the various negative elemental planes. It is unclear whether  a porton is "alive" in any conventional sense, for they are  insubstantial beings without anatomy or organs. Anything that "touches" a  porton risks being sucked through its gateway to one of the negative  planes it feeds upon, maybe lost forever.
Portons are mindless beings who are unable to sense anything much  smaller than itself. They wander the sky at random, virtually insensible  to their surroundings. Portons fly continuously, never touching the  ground. Indeed, if one should land the ground would likely disappear  into a negative plane. Portons always fly in a horizontal orientation;  their disc is never tilted.
A porton can focus negative energy into deadly bolts that look like  lightning, if lightning were utterly black. They reflexively shoot these  bolts at anything that obstructs their passage. Portons seem to lack  any sense for self-preservation. Even if a powerful foe does potentially  deadly injury to a porton, it will carry on doing whatever it was up to  before the attack began; its only reaction is to blast the intruder  with black lightning, just as it would any other obstacle.
It is unknown how – or if – portons reproduce. Some extremely powerful  undead can order portons to follow simple instructions, possibly via a  secret spell or feat.
A porton is weightless, approximately 100 feet in diameter, and 8 to 10 feet thick.
Combat
Although a porton can perform the Run action or make double moves, it  very rarely does so. They just fly leisurely along, even if in the  middle of a frenzied battle, using their black lightning against any  object or creature that interferes with their travels. Portons rarely  target humanoids with their black lightning because their blindsight is  incapable of seeing creatures smaller than an elephant. A porton will  only use its touch attack by accident or if compelled to by another  creature, such as a powerful lich.
While a porton does not wittingly "fight" it is also incapable of  retreat or surrender; it will continue projecting Black Lightning until  any irritants in its way have been removed or the porton is destroyed.
Blind (Ex): Portons are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Dark Lightning (Su): As a standard action, a porton can unleash  two beams of negative energy that resemble bolts of black lightning.  Dark lightning  has a 750 ft. range and strikes unerringly, even if the  target is in melee combat or has less than total cover or total  concealment. Each beam does 20d6 points of negative energy damage (Fort  DC 26 half damage). The save DC is Constitution-based.
Deaf (Ex): A porton is completely incapable of perceiving sound,  and is thus immune to language-dependent effects and sonic effects  dependent on hearing. The creature has adapted to this limitation and  thus suffers no penalty on initiative checks because of its deafness.
Immunities (Ex): In addition to the standard immunities of an elemental (poison, sleep, paralysis, stunning, critical hits, flanking, and spells that restore souls to their bodies such as raise dead), a porton is immune to disease, death effects and mind-affecting attacks.
Immune to Temporal Effects (Su): Portons are immune to transmutation  spells that allow spell resistance and affect the porton's flow of time.  These include haste, slow, temporal stasis, and aging effects  (including magical ones).
Imprecise Blindsight (Ex): Portons have a mysterious ability to  perceive objects or creatures within a 1000 feet range, but this sense can  only clearly "see" massive objects.  Imprecise blindsight works like  normal blindsight against targets that  are Gargantuan size or larger. It works like blindsense (50% miss  chance, which does apply to Dark Lightning) against Huge targets.  Targets that are Large or smaller are undetectable to a Porton's  blindsight.
Negative Energy Affinity (Ex) A porton is healed by negative energy and   harmed by positive energy as if it were an undead creature.
Susceptibility To Energy Damage (Ex): A porton's incorporeal subtype  never protects it from energy damage. For example, a porton's  incorporeality gives it a 50% chance to ignore the 3d6 bludgeoning  damage from an ice storm spell, but it does not ignore the ice storm's 2d6 cold damage. The porton's spell resistance still applies.
Void Field (Su): Portons form a   natural conduit to the Negative Energy  Plane.  Any creature or object   that touches a porton must succeed at a DC 22 Will save or be instantly   gated  to the Negative Energy Plane (at the DM's discretion, the   destination  could be any plane with the major negative-dominant trait).  Weapon attacks that hit the porton (including  ranged attacks) do their   damage to the porton before they must resolve the Will save against  the  weapon being gated  away. The save DC is Charisma-based.
A creature or object that continues to  contact a porton (because it's  grappling or impaling the porton, for  example) must succeed at this  Will save on each subsequent round of  contact or be sucked into the  Negative Energy Plane.
A porton can expose  another creature or object to its void field by  making a successful  touch attack.