Looks good here, too.
So the question remains: does capturing them kill them within days, or is that just flavor text?
Any other special abilities?
Am I just imagining, or were we talking about giving these a Hide bonus against a starry sky? Maybe that's the al-jahar; I should check.
Anyway, Hide seems like a reasonable skill for these, though I welcome other ideas.
So, something like a shark's keen scent for smelling "air"? Expand that to include air-breathing creatures (which presumably have some air in their respiratory system)?
For the "steal air" ability, we could gains some inspiration here...
Steal Breath (Su): As a full-round action, a breathdrinker can attempt to suck the air from the lungs of any helpless creature within reach. The target must make a successful Fortitude saving throw (DC 17) or take 1d6 points of Constitution damage. The target dies when his or her Constitution score reaches 0. The breathdrinker heals 5 points of damage for each point of Constitution the target loses, gaining any excess as temporary hit points. So long as the target remains helpless, the breathdrinker continues to use this attack against that creature every round until it dies.
Updated.
I added all-around vision due to the many eyes and the suggestion upthread of giving 'em a Spot bonus. I agree with all ranks in Spot, too.
Feats: 3
Challenge Rating: 5? It's tougher than a gel cube, and its toxic fumes seems to put it par with most of the CR 5 oozes.
Advancement: x
A typical shadowsponge is 36 feet long and weighs x pounds.
We still need to fill in all the variables here, right?
Toxic Fumes (Ex): A shadowsponge's interior is filled with corrosive and poisonous vapors. Any creature exposed to these toxic fumes must make a DC 20 Fortitude save each round, or be blinded for Y rounds and take V acid damage and W [Str or Con?] damage. Even with a successful save, a victim is still dazzled for Y rounds and take Z acid damage. The save DC is Constitution-based.