Okay, so, the current incoming Hak pak has numerous new wildshapes and it improves upon the existing ones.
A quick bravo and hurrah for the DM's on that, it looks amazeballs!
Buuuut, I did notice that the Druid's penultimate shapeshifting, Elemental Shape, isn't getting any love. And that's fair, the purview of possible choices ( such as magical beast, colossal beasts, ect) is best left to maybe a future shifter update, if ever.
However, I do feel like a Feat called 'Dread Elemental Shape' can be added fairly easily. The way I envision it:
Dread Elemental Shape:Requirements : Elemental Shape
Flavor text:
You gave tapped (unknowingly or otherwhise) into the 'natural' power of the demiplane of dread. Using up an elemental shape charge, you can shift into a blood, grave, mist or pyre elemental. This lasts for 1 hour/level.In terms of physical abilities ( STR/DEX/CON/Health/AC/ect), you could probably use the existing templates for greater (or elder elementals!) of the correspondending elemental (Water, Earth, Wind or Fire). Tweaking could of course be done, if it's deemed needed.
Models for the dread elementals already exist ingame, so those could be used easily enough.
of course, a model swap wouldn't be really worth the feat, entirely. So each shape has it's own quirk. Admittedly, I didn't find any correct 3.5 versions of dread elementals, but based on the 5th edition ( link :
https://daemonsanddeathrays.wordpress.com/2016/07/06/dread-elementals-corrupted-elementals-for-dd-5th-edition/):
Blood Elemental:-Vulnerability : 50% Cold
-Increased damage range (4d8 instead of 2d10?)
-Vampiric regen
Grave Elemental:-Vulnerability : 50% Electricity
-On hit : Slow DC (based on wisdom?) 50% / 2 Rounds
-Additional feat : Improved Knockdown
Mist Elemental:-Damage Immunity : 50% Electricity
-Additional Feat : Flurry of Blows ( to mimic the onslaught of of dust devils. Other thought was perma-haste, but that'd be too overpowered.)
-On hit : Blindness DC (based on wisdom?) 50% / 2 Rounds ( much like dust devils, again.)
Pyre Elemental:-Increased damage range ( 2d10 physical + 2d8 fire, mayhaps?)
-Flaming Hide : Inflicts d6 + caster level fire damage on anyone who makes a successful melee attack on the caster.
Any thoughts? Feedback?