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Returning 35 results for 'manner shadows with only advanced feet for larger'.
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Spells
Player’s Handbook
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion
Spells
Player’s Handbook
For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical scrying sensors.
Spells
Player’s Handbook
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the
destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Magic Items
Dungeon Master’s Guide
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of
64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its
Monsters
Monster Manual
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Negative Energy Suffusion"} from the number of Hit Points regained.
Stifling Shadows. Within 1 mile of the lair, effects that normally create
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw
(DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger.
To escape, the target or a
Spells
Player’s Handbook
but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one
Monsters
Monster Manual
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Sanguine Drain
Monsters
Monster Manual
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Negative Energy Suffusion"} from the number of Hit Points regained.
Stifling Shadows. Within 1 mile of the lair, effects that normally create
Spells
Player’s Handbook
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or
produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
Spells
Player’s Handbook
feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an
unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5
Spells
Player’s Handbook
, 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
Adamantine or mithral
1 minute
Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
Spells
Player’s Handbook
other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a
creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Magic Items
Dungeon Master’s Guide
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
Property table.
Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of
Magic Items
Dungeon Master’s Guide
of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.
69–72
Nothing happens at the chosen point of origin
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
Monsters
Guildmasters’ Guide to Ravnica
Stride. As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows
":"recharge","rollAction":"Lashing Shadows"}. Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Lashing Shadows","rollDamageType":"necrotic"} necrotic damage.Radiant
Monsters
Journeys through the Radiant Citadel
misses the wynling with an attack roll, the wynling can move up to 30 feet. This movement doesn’t provoke opportunity attack;opportunity attacks.Playful and mischievous, wynlings defend
protected by wynlings with stories of vanishing equipment and curious eyes staring from the shadows.
Wynlings typically live on the mountains they protect, but they often venture into nearby settlements
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magical eye rays at random (roll two d4s;{"diceNotation":"1d4","rollType":"roll","rollAction":"Eye Rays"}, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1: Dazing
creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that
Monsters
Acquisitions Incorporated
Brave. Rosie has advantage on saving throws against being frightened.
Halfling Nimbleness. Rosie can move through the space of any creature that is of a size larger than hers.
Evasion. If Rosie is
can't use this trait if she's incapacitated.
Shadow Step. When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim
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
’s shadow.”
Sion’s sorcery allows him to step in and out of shadows and create shadowy duplicates of himself. He can even exercise limited control over others’ shadows, causing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Dart","rollDamageType":"piercing"} piercing damage.
Shadow Jaunt. The hobgoblin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see
DC 12):
At will: minor illusion, prestidigitation
1/day each: charm person, disguise self, silent imageIron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police
Monsters
Mordenkainen Presents: Monsters of the Multiverse
this manner.
Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects.Tentacles. Melee Weapon Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit
within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Acid Breath
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.
Devour Soul. A nabassu can eat the soul of a
creature it has killed within the last hour, provided that creature is neither a Construct nor an Undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage
","rollDamageType":"piercing"} piercing damage.
Stunning Gaze. The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end
Magic Items
The Book of Many Things
. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:
Darkvision. You gain darkvision within a range of 60 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
following magical eye rays at random (roll two d4s;{"diceNotation":"1d4","rollType":"roll","rollAction":"Eye Rays"}, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1
target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or
Monsters
Spelljammer: Adventures in Space
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
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
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
Innate
wounds plunge deep into a victim's body and cause terrible pain and bleeding.
Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in
Monsters
Spelljammer: Adventures in Space
are 6 feet long and travel in packs. The scent of blood sends them into a feeding frenzy, but wounding one usually weakens it enough to make it break off its attack.
Scavvers
Scavvers are shark
-like scavengers that fly through 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
Monsters
Spelljammer: Adventures in Space
Advanced Telepathy. Flapjack can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
":"roll","rollAction":"Stench Spray"} hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or
native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.Meazels are malicious hermits who fled to the Shadowfell to escape their
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such
cause terrible pain and bleeding.
Killers from the Shadows. Bhaal’s followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call






