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Returning 35 results for 'before behind dark creatures reveal'.
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Spells
Player’s Handbook
damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall
. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders
Magic Items
Dungeon Master’s Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
Magic Items
Dungeon Master’s Guide
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Monsters
Monster Manual
Astral Implosion. If the blob is reduced to 0 Hit Points, it implodes and ejects any creatures and objects engulfed by it into the Astral Sea. The blob itself vanishes, leaving behind a layer of
moves up to its Speed and can move through the spaces of Huge or smaller creatures and objects. Strength Saving Throw: DC 23, each creature or object whose space the blob enters for the first time
Magic Items
Dungeon Master’s Guide
When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic
expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped
Spells
Player’s Handbook
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
Spells
Player’s Handbook
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left
behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age.
A target’s astral form resembles its body in almost every way
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature’s Attunement to it ends.
Benefits granted by the Book of Exalted Deeds
Magic Items
Dungeon Master’s Guide
Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting
its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your
Monsters
Stranger Things: Welcome to the Hellfire Club
tentacles.Strangling, Otherworldly Pest
Demobats are slimy, winged pests endemic to demonic realms. A demobat has four serrated tentacles, which trail behind it during flight, and its eyeless head
opens wide to reveal a toothed maw. Demobats hunt in flocks, using their tails to strangle and immobilize their prey as they feed.PoisonCold, Lightning
Magic Items
Stranger Things: Welcome to the Hellfire Club
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Equipment
Ability: Intelligence Utilize: Reveal the fingerprint left behind on an object and sketch a copy (DC 20), or match a copied fingerprint against a humanoid creature’s (DC 15)
This item allows
Magic Items
Vecna: Eve of Ruin
, the Dark Powers of the Domain of Dread lured Kas to a hidden forge, where he found the Crown of Lies. Once Kas vowed to deliver Vecna into the Dark Powers’ clutches and donned the crown, the
Dark Powers released Kas. From there, Kas set out to ruin his former master. Should Kas fail, the Dark Powers will reclaim him.
The crown is made of burnished and entwined metal rods. To attune to it
Monsters
Spelljammer: Adventures in Space
space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded
scavvers are 15 feet long. Their coloration resembles that of Wildspace itself: white spots (representing stars) sprinkled amid dark patches and patterns of color. They fearlessly invade the air envelopes
Leomund's Tiny Hut
Legacy
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Spells
Player’s Handbook (2014)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.Nine creatures of Medium size or
smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move
Arms of Hadar
Legacy
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Spells
Player’s Handbook (2014)
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On
Tiny Hut
Legacy
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Spells
Basic Rules (2014)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or
smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move
Giant Fire Beetle
Legacy
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Monsters
Basic Rules (2014)
creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6;{"diceNotation
":"1d6","rollType":"roll"} days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.
Monsters
Spelljammer: Adventures in Space
always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as
creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground
the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of
Monsters
Candlekeep Mysteries
":"1d6","rollType":"recharge","rollAction":"Slow"}. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a
golem’s chest, hidden behind an 9-inch-diameter stone disk. The outer surface of the disk is inscribed with a blue circle that has eight golden beams radiating from it like the rays of the sun
Equipment
fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins.
Khyber dragonshards have a affinity for binding magics. Elemental binding — which is behind
Classes
Xanathar's Guide to Everything
transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy
Your heart beats once per minute. This event sometimes surprises you.
5
You have trouble remembering that living creatures and corpses should be treated differently.
6
You blinked. Once
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning
Monsters
Ghosts of Saltmarsh
succeed on a DC 12 Constitution saving throw or contract bluerot (see the “Bluerot” sidebar).
Reveal (1/Day). The drowned assassin removes its mask, revealing its rotting face. Each
deadly precision. Hidden behind a simple driftwood mask, this creature’s face causes terror in mortal hearts when exposed.Poison
Hunger of Hadar
Legacy
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Spells
Player’s Handbook (2014)
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for
the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas
from the remains left behind when a Humanoid or a Giant is killed by russet mold (see “Russet Mold” below). One or more vegepygmies emerge from the corpse a day later.
Vegepygmies
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
the book.
Dark Magic. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks
Monsters
The Book of Many Things
Whisperer. A purple star whose guidance and minions seem to help for a time but whose influence inevitably leads to disaster.
Hadar, the Dark Hunger. A cinder-red dying star that siphons life from its
minions to avert its own demise.
Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
Zhudun, the Corpse Star. A dead star that whispers of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to
floor with their sharp legs.
In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
could reveal his location to point to the nearest xvart instead.
Xvarts
Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and
Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rat;rats and bat;bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz’zt
Monsters
The Tortle Package
geonid can’t see and relies on its tremorsense to detect other creatures nearby.
Dark Lairs. Geonids live in natural tunnels and caves. They feed primarily on lizards, rats, slugs, and other
. The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive
having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other
Monsters
Ghosts of Saltmarsh
of each of the kraken’s turns. One Medium or two smaller creatures can be swallowed at the same time.
If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken
must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a






