Cleon
Legend
Its overrun check modifier should be +12, not +3 (4 from Str, 8 from size).
We still need to figure out feats.
I know, I just couldn't think of any that were interesting.
Weapon Focus (slam)?
Mental Resistance?
Rapid Metabolism?
We still need to figure out feats.
Mental Resistance doesn't make a huge amount of sense to me, but WF (slam) and Rapid Metabolism work. Iron Will or Lightning Reflexes could be ok, I guess, but they aren't terribly interesting. Power Attack is another slightly boring option.
I don't know that all feats really need to be combat-oriented, but what you have works. If Shade decides to change something, that's ok, too.
It doesn't strike me as someting that would have good reactions, so I'd rather stick with the horrible Reflex save. The other feats appeal. How about Endurance? These things thrive in hostile environs, after all.
Updated.
Time for herd clouds...
Herd Clouds
Some small, dark shadowsponges have been observed to lead their fellows on long voyages in space and round them up into groups. These "herd clouds" have recently been studied with interest by several sages.
Herd clouds have been found to be Very intelligent (11-12) and possessed of unusually high morale: Champion (15-16). They have 8+8 Hit Dice and an XP Value of 3000.
They also have the ability to gather electrical charges, discharging these as weapons against other beings. A typical herd cloud can emit one 9d6 chain lightning attack and two forked 6d6 lightning bolts in a "day" (144-turn period). Mere contact with, or even passing through a 'charged' herd cloud will not attract such damage unless the cloud wishes to release its energy.
Some sages and alchemists believe that herd cloud essence can be harnessed in some way to guard against or generate electrical magical attacks, but experiments in this line have so far been shocking disasters.