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Returning 35 results for 'make shadow with only adept from for life'.
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make shadow with only adopt from for life
Spells
Player’s Handbook
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence
Species
Player’s Handbook
Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
Magic Items
Dungeon Master’s Guide
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows
Magic Items
Dungeon Master’s Guide
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
Magic Items
The Wild Beyond the Witchlight
As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give
up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can’t be used again until the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Mounted Adept. While mounted and without the incapacitated condition, the rider has advantage on melee attack rolls against any unmounted creature smaller than its mount, the rider and its mount have
advantage on Dexterity saving throws, and the rider can force an attack targeted at its mount to target the rider instead.
Undead Fortitude. If damage reduces the rider to 0 hit points, it must make
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The adept makes three Unarmed Strike attacks or five Dart attacks
":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Once per turn, the adept can cause one of the following additional effects (choose one or roll a d4
Monsters
Vecna: Eve of Ruin
ripping their enemies limb from limb using their razor-studded fists, which are equally adept at slashing foes and crushing the life from them.PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and
Slashing from Nonmagical AttacksCrush. The degloth targets one creature currently grappled by it. The target must make a DC 18 Strength saving throw, taking 15 (2d8 + 6);{"diceNotation":"2d8+6
Monsters
The Wild Beyond the Witchlight
, ready to pick off targets from a safe distance.
These snipers are so adept with their crossbows that their targets gain no benefit from less than total cover against ranged attacks the harengons make
life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams.
Monsters
Spelljammer: Adventures in Space
, without needing to make an ability check.
Unusual Nature. The vampirate doesn’t require air or drink.Energy Drain. Melee or Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM’s control.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation
Monsters
Quests from the Infinite Staircase
"} necrotic damage.
Affix Shadow. Sion targets a creature within 60 feet of himself that he can see. That target must make a DC 13 Charisma saving throw. On a failed save, the target has the grappled
darkvision.
Shadowy Demise. If Sion dies, his body melts into shadow, leaving behind only equipment he was wearing or carrying.
Sunlight Weakness. While in sunlight, Sion has disadvantage on attack rolls
Magic Items
Mythic Odysseys of Theros
creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is
begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the
Monsters
Candlekeep Mysteries
effect two rounds in a row:
Nintra targets one pane of shadow glass in her lair, causing it to explode into shards. Each creature within 20 feet of the exploding pane must make a DC 18 Dexterity
.
Shard of Shadow. Ranged Spell Attack: +12;{"diceNotation":"1d20+12","rollType":"spell","rollAction":"Shard of Shadow"} to hit, range 120 ft., one target. Hit: 10 (1d6 + 7);{"diceNotation":"1d6+7
Monsters
Spelljammer: Adventures in Space
needing to make an ability check.
Unusual Nature. The captain doesn’t require air or drink.Energy Drain. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain’s choice) under the DM’s control.
Heavy Crossbow. Ranged
Monsters
Acquisitions Incorporated
":"slashing"} slashing damage.
Shadow Caw. The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 17 Constitution saving throw
Magic Resistance. The ancient deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the ancient deep crow can take the
Monsters
Spelljammer: Adventures in Space
to make an ability check.
Unusual Nature. The mage doesn’t require air or drink.Multiattack. The mage makes two Ray of Cold attacks.
Energy Drain. Melee or Ranged Spell Attack: +5
","rollDamageType":"necrotic"} necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM’s control.
Ray of Cold
Monsters
Planescape: Adventures in the Multiverse
. This movement doesn’t provoke opportunity attack;opportunity attacks.Mustevals are small, mousy guardinals skilled at evading danger. Their speed, stealthy nature, and illusion magic make them
adept spies, scurrying through the multiverse to serve greater forces of good.
Guardinals
Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Shadow
Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.
Shadow Sword. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9
Monsters
Bigby Presents: Glory of the Giants
gains temporary hit points equal to the damage dealt.Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the magic of shadow, which lets
them take on a ghastly appearance and disappear, as well as twist shadow into terrifying bolts of energy that drain the vigor of their victims.
Death Giants
Long ago, a large band of cloud giants
Monsters
Strixhaven: A Curriculum of Chaos
must make a DC 21 Constitution saving throw. On a failed save, a creature takes 31 (7d8);{"diceNotation":"7d8", "rollType":"damage", "rollAction":"Illuminating Shadow Breath", "rollDamageType":"radiant
"} slashing damage. If the target is a creature, it is wracked with despair and has disadvantage on attack rolls until the end of its next turn.
Illuminating Shadow Breath (Recharge 5–6);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Shadow
Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.
Shadow Sword. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature or object if it is within 1 mile of the banderhobb.Multiattack. The banderhobb makes one Bite attack and one Tongue attack. It can replace one attack with a use of Shadow Step.
Bite. Melee Weapon
. Hit: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Tongue", "rollDamageType":"necrotic"} necrotic damage, and the target must make a DC 16 Strength saving throw. On a failed save
Monsters
Planescape: Adventures in the Multiverse
the darkweaver’s Shadow Web must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the end of its next turn.
Shadow Step. If the darkweaver is in
can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The darkweaver takes 10 radiant damage when it starts its turn
Monsters
Strixhaven: A Curriculum of Chaos
ward, pass without trace, speak with plantsWither Burst. When the pledgemage sees a creature within 30 feet of itself drop to 0 hit points, the pledgemage channels the expended life essence and targets
—study the cycle of life and death. Their magic is fueled by what they call life essence: the ubiquitous energy that runs through living things.
Witherbloom students learn how to concoct
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d6", "rollType":"recharge", "rollAction":"Soul Rend"}. The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18
replacing all life with everlasting death.
A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot
Monsters
Waterdeep: Dungeon of the Mad Mage
Weapons"}. The dragon uses one of the following breath weapons.
Shadow Breath. The dragon exhales shadow in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness
Monsters
Mordenkainen Presents: Monsters of the Multiverse
speed reduced by 20 feet until the start of that creature’s next turn.Multiattack. The shadar-kai makes two Shadow Dagger attacks.
Shadow Dagger. Melee or Ranged Weapon Attack: +7
;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Shadow Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (4d4 + 3);{"diceNotation":"4d4+3", "rollType":"damage", "rollAction":"Shadow
Monsters
Dragonlance: Shadow of the Dragon Queen
must make a DC 16 Dexterity saving throw, taking 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Cataclysmic Breath", "rollDamageType":"necrotic"} necrotic damage on a failed save
dragons arise when a dragon meets its end in a way that torments its soul and consumes it with a need for vengeance. Regardless of how it arose, a death dragon retains a shadow of its former
Monsters
Ghosts of Saltmarsh
them instantaneously and without limitation.
Undead Fortitude. If damage reduces the drowned assassin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken
and kills in a grim pantomime of its former occupation. Sneaking from shadow to shadow, and appearing in the undead assault of Tammeraut’s Fate, it aims its barnacle-encrusted hand crossbow with
Monsters
Adventure Atlas: The Mortuary
;shadow demons, wraith;wraiths, and other incorporeal entities hiding in palls of darkness. With a brief reboant chant, an exorcist can expunge a harmful entity from a possessed creature—or make that creature vulnerable to a painful spiritual inhabitation.Necrotic
feet of itself, exposing the target to malevolent entities. The target must make a DC 14 Charisma saving throw. On a failed save, the target takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage
Monsters
Bigby Presents: Glory of the Giants
"}. The crab exhales water in a 150-foot line that is 10 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 27 (6d8);{"diceNotation":"6d8
creature takes half as much damage only.Storm crabs are colossal crustaceans with four monstrous claws and a poisonous stinger. Equally adept underwater or on shore, they can exhale a jet of pressurized
Monsters
Princes of the Apocalypse
. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8);{"diceNotation":"12d8","rollType":"damage","rollAction":"Shadow Breath","rollDamageType":"necrotic"} necrotic damage
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness






