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Returning 35 results for 'monster shadow with only area for for large'.
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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
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted.
1d100
Titan
01-15
Spells
Player’s Handbook
, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground
Monsters
Monster Manual
a language.Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster.
Vine Lash. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
DC 14):
At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft1/Day Each: Entangle, Pass without TraceTree Stride. If within 5 feet of a
Monsters
Monster Manual
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
Siege Monster. The elemental
", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.PoisonThunder
Spells
Player’s Handbook
trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
Monsters
Monster Manual
":"Reflective Carapace"}. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals
of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes three attacks, using Slam or
":"Radiant"} Radiant damage. If the target is a Large or smaller creature, it has the Prone condition.
Divine Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Divine Beam
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
Magic Items
Dungeon Master’s Guide
forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then
Monsters
Monster Manual
Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken
damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.
Fling. The kraken throws a Large or smaller creature
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
Spells
Player’s Handbook
is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the
true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
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
mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire
Spells
Player’s Handbook
object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as
.
Teleportation Outcome
Familiarity
Mishap
Similar Area
Off Target
On Target
Permanent circle
—
—
—
01–00
Linked object
—
—
—
01–00
Magic Items
The Wild Beyond the Witchlight
air, sleep, or nourishment.
You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its
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
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
in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Multiattack. The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these
Monsters
Waterdeep: Dungeon of the Mad Mage
.
If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual) rises from the corpse 1d4;{"diceNotation":"1d4","rollType":"roll"} hours later.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
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
Magic Items
Mythic Odysseys of Theros
maze spell on each creature within 30 feet of it.
6
Nightmare. Tendrils of shadow seep from the vessel and form into 1d4 Shadow Demon;shadow demons (see the Monster Manual for their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon (see the Monster Manual) with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10
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
Magic Items
The Wild Beyond the Witchlight
As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to
dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage on a failed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: dancing lights, darkness
1/day each: faerie fire, levitate (self only)
Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon (see the Monster Manual) with a 50 percent
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. (All three appear in the Monster Manual.) A devourer can imprison only one creature at a time.
Soul Rend (Recharge 6);{"diceNotation
":"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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
them to attack expeditions and settlements that other predators would avoid, as they often mistake the fire of a forge or a campfire for a large, tasty meal. azer;Azers (see the Monster Manual) use this
damage.
Freezing Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Breath"}. The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make
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
", "rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can
Monsters
Strixhaven: A Curriculum of Chaos
":"1d6", "rollType":"recharge", "rollAction":"Illuminating Shadow Breath"}. Shadrix exhales an entwined burst of blinding radiance and unnerving shadow in a 90-foot cone. Each creature in that area
"} 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
Magic Items
Tasha’s Cauldron of Everything
tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.
Shadowy
Coverage
Tattoo Rarity
Area Covered
Common
One hand or foot or a quarter of a limb
Uncommon
Half a limb or the scalp
Rare
One limb
Very Rare
Two limbs or the chest or upper back
Legendary
Two limbs and the torso
Monsters
Princes of the Apocalypse
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
, the dragon has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight
Monsters
Ghosts of Saltmarsh
: 16 (2d10 + 5);{"diceNotation":"2d10+5","rollType":"damage","rollAction":"Talons","rollDamageType":"slashing"} slashing damage.
Warp Shadow. The peryton chooses up to three creatures within 60 feet of
on this saving throw is immune to this peryton’s Warp Shadow for 24 hours.The peryton can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used
Monsters
Bigby Presents: Glory of the Giants
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
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
Monsters
Waterdeep: Dungeon of the Mad Mage
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
, the dragon has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight
Monsters
Fizban's Treasury of Dragons
":"1d6", "rollType":"recharge", "rollAction":"Acid Belch"}. The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw
abomination is the final stage of a grafter’s transformation—a hulking monster whose corrupted brain is ablaze with desire for treasure. Its abhorrent transformation erases the last
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
Mordenkainen Presents: Monsters of the Multiverse
damage.This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey.
Dinosaurs
The Monster Manual has statistics for several kinds of dinosaurs.






