# Shadowen >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >trident: 1d8 (×2) > >Melee/Ranged: +3/+6 > >Secondary: -2/+1 > >Multiattack: +1/+4 > >M/R_PA: +3/+6 > >2nd/PA: -2/+1 > >MA_PA: +1/+4 > >Itterative: 1 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 12; Dex: 15; Con: 12; Int: 16; Wis: 14; Cha: 17 > > xFeat:: 2/2 (0) > > > > > > xLang:: 0/4 (4) <div class="grid-container"><div class="MON">Shadowen</div> <div class="CR">CR 8 (4,800 XP)</div> <div class="SOU">Dragon #286</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Medium Aberration (incorporeal) **Init** +3 **Senses** darkvision 60 ft.; **Perception** +9 #### defense **AC** 13, 13 touch, 10 flat-footed (+3 Dex) **hp** 16 (4d8); fast healing 5 **Fort** +3, **Refl** +4, **Will** +6 **Feint** 15, **Demoralize** 16 **DR** 20/silver; **SR** 19 #### offense **Speed** fly 30 ft. (perfect) **Melee** mwk trident +5 (1d8+4) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** energy drain, gaze, hiss, malevolence, strength damage Sorcerer Spells Known (CL 10th, Concentration +15) > 0 (at-will)— 0 > 1st (8/Day)— 1 > 2nd (7/Day)— 2 > 3rd (7/Day)— 3 > 4th (6/Day)— 4 > 5th (4/Day)— 5 #### statistics **Str** —, **Dex** 16, **Con** 11, **Int** 19, **Wis** 15, **Cha** 21 **BAB** +3, **CMB** +3, **CMD** 16, **TA** +3, **RTA** +6 **Languages** #### special abilities ### Energy Drain (Su) As a standard action, the shadowen can cause a living creature that it controls with its malevolence ability to suffer two negative levels. ### Gaze (Su) Effect as a fear spell (10th-level sorcerer) within 30 feet. A Will save (DC 17) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of her turn in initiative order. The creature can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. ### Hiss (Sp) As a full-round action, a shadowen can hiss. All opponents within 30 ft. must make a Will save (DC 17) or be subjected to a hold person spell as though cast by a 10th-level sorcerer. Note that in unusual conditions, a DM might allow opponents to make a Listen check. If they fail that check, they do not have to save to avoid the attack. ### Malevolence (Su) Once per round, a shadowen can merge its body with a corporeal creature. This ability is similar to magic jar as cast by a 10th-level sorcerer, except that it does not require a receptacle. If the attack succeeds, the shadowen's body vanishes into the opponent's body. The target can resist the attack with a successful Will save (DC 20). A creature that successfully saves is immune to that shadowen's malevolence for 24 hours. ### Strength Damage (Su) A successful melee attack causes 1 point of temporary Strength damage, or twice that on a critical hit.