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Returning 35 results for 'dungeon and dark take from'.
Magic Items
Dungeon Master’s Guide (2024)
This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe’s upper-front portion, are
particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
Spells
Player’s Handbook
our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A Celestial might require a sizable donation of gold
Magic Items
Dungeon Master’s Guide (2024)
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Magic Items
Dungeon Master’s Guide (2024)
;s control.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
Magic Items
Dungeon Master’s Guide (2024)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
Magic Items
Dungeon Master’s Guide (2024)
.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Magic Items
Dungeon Master’s Guide (2024)
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
at dawn. While holding the book, you can take a Magic action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell
Species
Sword Coast Adventurer's Guide
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling
; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Species
Sword Coast Adventurer's Guide
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your
, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Monsters
Waterdeep: Dungeon of the Mad Mage
).Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent
temporary hit points per level of the slot.Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep
Gray Dwarf (Duergar)
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Species
Sword Coast Adventurer's Guide
grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.
Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and
with your Dungeon Master to see if you can play a gray dwarf character.
Duergar see themselves as the true manifestation of dwarven ideals, clever enough not to be taken in by the treacherous deceptions
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
Tomb of Annihilation
Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only
supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living
Monsters
Baldur’s Gate: Descent into Avernus
Dark Devotion. Thurstwell has advantage on saving throws against being charmed or frightened.
Spellcasting. Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13
(Cantrip). Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8);{"diceNotation":"1d8
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
mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the forest nearby
Monsters
Spelljammer: Adventures in Space
Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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, so they’re most
peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the forest nearby.
The mold is found only
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they’re most commonly found underground or in forests where little sunlight penetrates
russet mold came from. One historical account tells of adventurers in a mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that
Graz'zt
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Monsters
Out of the Abyss
take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Graz’zt regains spent
Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz’zt strikes the perfect figure of untamed desire, every plane and curve of his body, every
Monsters
Eberron: Rising from the Last War
with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4);{"diceNotation
the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.
Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans
Monsters
Eberron: Rising from the Last War
it can see within 60 feet of it. If the target can hear the Inspired, the target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction
they carry out the foul agenda of the Dreaming Dark.
Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no
Monsters
Eberron: Rising from the Last War
Inspired, the target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Vicious Mockery","rollDamageType":"psychic"} psychic damage and have
that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.
Any humanoid
Monsters
Eberron: Rising from the Last War
target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Vicious Mockery","rollDamageType":"psychic"} psychic damage and have
and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.
Any humanoid who can dream
Monsters
The Wild Beyond the Witchlight
60 feet of her. Each target must succeed on a DC 22 Wisdom saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Dark Speech","rollDamageType":"psychic"} psychic
much damage on a successful one. In addition, there is a 50 percent chance that 3 hezrou;hezrous then appear in unoccupied spaces in the sphere. They act as Iggwilv’s allies, take their turns
Spells
Xanathar's Guide to Everything
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil
. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you
Monsters
Ghosts of Saltmarsh
Dexterity saving throw or take the same damage and be knocked prone.
Lightning Strike. The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it
failed save, or half as much damage on a successful one.
The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only
Fraz-Urb'luu
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Monsters
Out of the Abyss
. Hit: 22 (3d8 + 9);{"diceNotation":"3d8+9","rollType":"damage","rollAction":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage.Fraz-Urb’luu can take 3 legendary actions, choosing from the
that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful
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
in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason
Monsters
Journeys through the Radiant Citadel
wide. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Plague Winds","rollDamageType":"cold"} cold
mortals. These fiends spread an affliction that leaches heat and life from the living, dispersing it upon winds that rattle like a gasp from a frozen body. Sunlight staves off the disease, but those affected rarely survive the dark of night.Cold, Poison
Magic Items
Tasha’s Cauldron of Everything
Produced by a special needle, this magic tattoo is dark in color and abstract.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear
Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.
Magic Tattoo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through
door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually
Orcus
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Monsters
Out of the Abyss
damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Tail","rollDamageType":"poison"} poison damage.Orcus can take 3 legendary actions, choosing from the options below. Only one
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables
Monsters
Eberron: Rising from the Last War
take 22 (4d6 + 8);{"diceNotation":"4d6+8","rollType":"damage","rollAction":"Corruption","rollDamageType":"necrotic"} necrotic damage and become corrupted for 1 minute.
A corrupted creature’s
","rollAction":"Extract Brain","rollDamageType":"piercing"} piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain.Dyrrn can take 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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