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Returning 35 results for 'make shadow with only along foot for long'.
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make shadow with only among from for long
make shadows with only along foot for long
make shadowy with only along foot for long
Monsters
Monster Manual
damage.
Shadow Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Breath"}. Dexterity Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: 35 (10d6
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Monsters
Monster Manual
Saving Throw: DC 13, each creature in a 30-foot Cone. Failure: 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Shadow Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success
Resistances. See Living Shadow.
Living Shadow. While in Dim Light or Darkness, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in
Monsters
Monster Manual
damage.
Shadow Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Breath"}. Dexterity Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: 35 (10d6
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
Magic Items
Dungeon Master’s Guide
rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination
Spells
Player’s Handbook
moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).
For the duration, as long as you are on the same plane of existence as the
destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
Equipment
A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High Jump;High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
Magic Items
Dungeon Master’s Guide
One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying
covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours.
This sticky, black unguent is thick and heavy, but it flows quickly when poured.
Magic Items
Dungeon Master’s Guide
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
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
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Equipment
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches
long. It costs 1 gp, and it deals 1d8 piercing damage on a hit. Although it has the thrown weapon property, the yklwa is not well balanced for throwing (range 10/30 ft.).
Monsters
Monster Manual
. The chasme has Advantage on saving throws against spells and other magical effects.
Spider Climb. The chasme can climb difficult surfaces, including along ceilings, without needing to make an
target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken.PoisonCold, Fire, LightningDrone. Constitution Saving Throw: DC 12, each creature in a 30-foot
Monsters
Monster Manual
Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.Bite. Melee Attack Roll: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 1 Piercing damage.
Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a
Monsters
Monster Manual
Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
Monsters
Monster Manual
Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit
Magic Items
Dungeon Master’s Guide
arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
Spells
Player’s Handbook
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with
Monsters
Monster Manual
Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and
Magic Items
Dungeon Master’s Guide
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear
Spells
Player’s Handbook
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell’s duration depends on the object’s
Magic Items
Dungeon Master’s Guide
long as they are in the lantern’s Bright Light. You can take a Utilize action to lower the hood, reducing the lantern’s light to Dim Light in a 5-foot radius.
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as
Monsters
Monster Manual
Spider Climb. The piercer can climb difficult surfaces, including along ceilings, without needing to make an ability check.Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit
Spells
Player’s Handbook
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on
Monsters
Monster Manual
Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and
Monsters
Monster Manual
Ethereal Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa.
Spider Climb. The spider can climb difficult surfaces, including along ceilings
, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same
Magic Items
The Wild Beyond the Witchlight
only if you can see the shadow:
You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along
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
Spells
Player’s Handbook
away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet
Monsters
Monster Manual
Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature
Monsters
Monster Manual
.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line
: DC 15, each creature in a 30-foot Cone. Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition.Lightning
Monsters
Monster Manual
"} Lightning damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5
-foot-wide Line. Failure: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Lightning Breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.Lightning
Monsters
Monster Manual
in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.Acid
Monsters
Monster Manual
Grappled condition (escape DC 13).
Acid Spray (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Spray"}. Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5
Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to






