# 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.