# Spellshadow >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 1d6 (×2) > >Melee/Ranged: +6/+10 > >Secondary: +1/+5 > >Multiattack: +4/+8 > >M/R_PA: +6/+10 > >2nd/PA: +1/+5 > >MA_PA: +4/+8 > >Itterative: 2 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 13; Dex: 17; Con: 14; Int: 11; Wis: 15; Cha: 15 > > xFeat:: 3/3 (0) > > xClasSkil:: Fly, Knowledge (arcana), Perception, Ride, Spellcraft > > SaveDiff:: +/- 3 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Spellshadow</div> <div class="CR">CR 5 (1,600 XP)</div> <div class="SOU">Dragon #324</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CN Medium Outsider (chaotic, incorporeal) **Init** +8 **Senses** see in darkness; **Perception** +4 #### defense **AC** 16, 16 touch, 12 flat-footed (+2 deflection, +4 Dex) **hp** 36 (6d10+6) **Fort** +3, **Refl** +9, **Will** +7 **Feint** 18, **Demoralize** 18 **SR** 16 #### offense **Speed** fly 40 ft. (perfect) **Melee** bite +117 (4d6+19 plus poison) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** arcane empowerment, mage sense, spell theft, superior hide in plain sight #### statistics **Str** —, **Dex** 18, **Con** 12, **Int** 6, **Wis** 14, **Cha** 15 **BAB** +6, **CMB** +6, **CMD** 22, **TA** +6, **RTA** +10 **Feats** [[Alertness]], [[Improved Initiative]], [[Psionic Hole]] **Languages** #### special abilities ### Arcane Empowerment (Ex) A spellshadow feeds on arcane energy. Whenever it uses its spell theft ability, it heals a number of hit points equal to the number of spell levels drained. In addition, any time an arcane spell affects the spellshadow, it automatically heals a number of hit points equal to the spell's level. This healing occurs before any effects of the spell are resolved. A spell that fails to get by the spellshadow's spell resistance doesn't heal the spellshadow. ### Mage Sense (Su) A spellshadow can sense any form of magic within 200 feet, as greater arcane sight, but without actually needing to see the target. In addition, the spellshadow can sense the presence of prepared arcane spells not yet cast and unused arcane spell slots, which serve as the food of the spellshadow. This ability allows the spellshadow to ignore magical invisibility and to automatically disbelieve illusions without the need for a saving throw. ### Spell Theft (Su) The touch of a spellshadow drains away arcane energy and knowledge, stealing prepared spells. Whenever a spellshadow makes a successful melee attack, it drains 1d6 arcane spell levels from the victim. The spellshadow steals one random prepared spell or spell slot of the highest level it can. It then steals the next highest-level spell it can, up to the spell level amount it rolled. For example, a spellshadow that strikes a 5th-level wizard and rolls a 5 for its spell theft first steals a random 3rd-level spell (if the wizard still has one prepared) and a random 2nd-level spell. Against a 5th-level sorcerer, the same roll would result in the spellshadow draining two 2nd-level spell slots and a 1st-level spell slot. For every 2 Hit Dice it possesses above 6, a spellshadow gains a +1 bonus to its spell theft damage roll; thus a 10 HD spell shadow rolls 1d6+2 and has the potential to steal 8th-level spells. The spellshadow can store a maximum number of spell levels equal to four times its Hit Dice. This is one of the rare cases where dream damage affects the real world: when a spellshadow drains a spell, the victim cannot make use of that spell or spell slot for 24 hours. A spellshadow can cast any spell it steals as a 6th-level caster. If the spellshadow steals a spell slot from a spell- caster that does not prepare spells, it can use that spell slot to cast a spell the spellcaster knows that is appropriate for the level of the spell slot. ### Superior Hide in Plain Sight (Ex) A spellshadow can hide while observed and even when it does not have cover or concealment.