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Returning 35 results for 'matter shadow with only above fiend for light'.
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Equipment
These outfits are fashionable among fey courtiers in the Moonshae Isles. After winning a riddle game and parting with a lock of hair, I secured enough samples to re-create them in my workshop.
This
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
component causes the other spell to fail.
Materials
Material
Duration
Vegetable matter
24 hours
Stone or crystal
12 hours
Precious metals
1 hour
Gems
10 minutes
Monsters
Monster Manual
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
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
Monsters
Monster Manual
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
":"damage", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Shadow Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Breath"}. Dexterity
Monsters
Monster Manual
later.Necrotic, PoisonAcid, Cold, Fire, Lightning, ThunderRadiantShadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on d20 test;D20
Monsters
Monster Manual
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
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
Magic Items
Dungeon Master’s Guide
When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC
15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Monsters
Monster Manual
", "rollDamageType":"Slashing"} Slashing damage plus 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Shadow Strike", "rollDamageType":"Cold"} Cold damage.Cold, NecroticShadow Stealth. While in Dim Light or Darkness, the vampire takes the Hide action.
makes one Bite attack and one Shadow Strike attack.
Bite. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4
Monsters
Monster Manual
", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Light Sensitivity. While in Bright Light, the demon has Disadvantage on ability checks and attack rolls.Umbral Claw. Melee
", "rollDamageType":"Psychic"} Psychic damage.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, ThunderRadiantShadow Stealth. While in Dim Light or Darkness, the demon takes the Hide action.
Magic Items
Dungeon Master’s Guide
This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the
makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
Spells
Player’s Handbook
Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t
.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area
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
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls
darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
Monsters
Quests from the Infinite Staircase
by Sion from pure shadow, both creatures use the shadow stat block, but the raven has a flying speed of 40 feet.Shadow Step. While Sion is in dim light or darkness, he magically teleports up to 15 feet to an unoccupied space he can see that is also in dim light or darkness.
Magic Resistance. Sion has advantage on saving throws against spells and other magical effects if he is in dim light or darkness.
Shadesight. Magical darkness doesn’t impede Sion’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target, the claw can attack only that target.
Shadow Jump (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Jump"}. If the boneclaw is in dim light or darkness, each
creature of the boneclaw’s choice within 15 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2);{"diceNotation":"5d12+2", "rollType":"damage", "rollAction":"Shadow
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} piercing damage.Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.The souls of fallen soldiers, mercenaries, and
indicate the only elements of the wearer’s identity that matter: the commander it serves and the layer of the Nine Hells it protects.
Because of their unshakable loyalty, merregons form the
Monsters
The Wild Beyond the Witchlight
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls
from Nonmagical Attacks while in Dim Light or DarknessShadow Blend. While in dim light or darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The
Monsters
Waterdeep: Dungeon of the Mad Mage
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
A duplicate reduced to 0 hit points or targeted by a dispel magic spell vanishes in a
Monsters
Acquisitions Incorporated
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
an ancient deep crow's lair is transformed by the creature's presence, which creates one or more of the following effects:
Supernatural shadow turns all bright light to dim light in underground
Monsters
Planescape: Adventures in the Multiverse
effects.
Planar Form. An incarnate on the Upper Planes is a Celestial. An Planar Incarnate (Fiend Form);incarnate on the Lower Planes is a Fiend.
Siege Monster. The incarnate deals double damage to
)", "rollDamageType":"radiant"} necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial.
Planar Exhalation (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Eberron: Rising from the Last War
Illumination. The soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action.
Turn Resistance
(2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Spear","rollDamageType":"radiant"} radiant damage if the target is a fiend or undead.Undying soldiers make up the army of Aerenal's City of
Monsters
Candlekeep Mysteries
.
Shadow Strikes (Costs 2 Actions). Provided she is in bright or dim light, Nintra causes her shadow to attack a creature within 10 feet of her. Her shadow makes two claw attacks, each attack identical to
.
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
Planescape: Adventures in the Multiverse
area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Shadow Fears. The darkweaver instills frightful magic into its webs. Each creature grappled by
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
Monsters
The Wild Beyond the Witchlight
Fey Ancestry. The brigganock has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Soul Light. The brigganock is accompanied by an insubstantial, invulnerable
ball of light that contains its soul. The brigganock can’t turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10
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
Mythic Odysseys of Theros
(Recharges after a Short or Long Rest). The shepherd pulls twisted souls from the Underworld; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Herd the Underworld"} shadow;shadows (without
destroyed. They disappear when the shepherd dies.A nightmare shepherd is a gaunt, ashen fiend with leathery wings. It carries a shepherd’s crook, which it uses to direct a flock of wandering
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
, the target is pulled to a space within 5 feet of the banderhobb.
Shadow Step. The banderhobb teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see.
Swallow. Melee
, it leaves behind only tarry goo and wisps of shadow. Legends tell of an ominous tower in the Shadowfell where the shadows sometimes reform and banderhobbs roam.Shadow Stealth. While in dim light or darkness, the banderhobb takes the Hide action.
Monsters
Waterdeep: Dungeon of the Mad Mage
Amorphous. The assassin can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the assassin can take the Hide action as a bonus action
.
Sunlight Weakness. While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws.Multiattack. The assassin makes two Shadow Blade attacks.
Shadow Blade. Melee
Monsters
Planescape: Adventures in the Multiverse
portals in Sigil and the Outlands. To learn more about other githzerai, see the Monster Manual.Matter Manipulation (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Matter
", "rollAction":"Matter Manipulation"}):
1–2: Astral Step. The githzerai can teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. In addition
Monsters
Spelljammer: Adventures in Space
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
":"1d20+4","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"Light Crossbow
Monsters
Guildmasters’ Guide to Ravnica
Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Shadow Stealth. While in dim light or darkness, the horror can take the Hide action as a bonus action.
Shadow
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
Monsters
Planescape: Adventures in the Multiverse
effects.
Planar Form. An Planar Incarnate (Celestial Form);incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend.
Siege Monster. The incarnate deals double
)", "rollDamageType":"necrotic"} necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial.
Planar Exhalation (Recharge 5–6);{"diceNotation":"1d6", "rollType






