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Returning 35 results for 'monsters shadow with only action for for life'.
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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
Monsters
Monster Manual
damage dies, and a Shadow rises from the corpse. The shadow is under the dragon’s control and shares the dragon’s Initiative count but acts immediately after the dragon.Legendary Action
takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Veil of Shadow", "rollDamageType":"Necrotic"} Necrotic damage. The dragon can’t take this action again until the start of
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.
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
damage dies, and a Shadow rises from the corpse. The shadow is under the dragon’s control and shares the dragon’s Initiative count but acts immediately after the dragon.Legendary Action
takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Veil of Shadow", "rollDamageType":"Necrotic"} Necrotic damage. The dragon can’t take this action again until the start of
Spells
Player’s Handbook
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics
that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
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
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
;luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they
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
Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each
Species
Player’s Handbook
stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.
Squat and often bearded, the original dwarves carved cities and
strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
version) 1/Day Each: Create Undead (level 8 version), Finger of DeathLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dracolich can expend a use to take one of
Magic Items
Dungeon Master’s Guide
.
Raise Dead. As a Magic action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as a Magic action, harmlessly
) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can’t be used again for 7 days.
Monsters
Monster Manual
either an action or a Bonus Action on its turn, not both. Success: Half damage only.
Enervation Ray. Constitution Saving Throw: DC 17. Failure: 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
). Failure: The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.
Petrification Ray
Magic Items
Dungeon Master’s Guide
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
Magic Items
Dungeon Master’s Guide
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
Magic Items
Dungeon Master’s Guide
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
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
Magic Items
Dungeon Master’s Guide
ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life.
Avatar of Death
Medium Undead
your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters
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
person, you can take a Magic action to recite words from its pages in a foul, dead language. Each time you do so, you take 1d12 Psychic damage, and each creature within 15 feet of you takes 3d6 Psychic
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
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
next dawn.
The shadow (variant);detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible
Monsters
Mordenkainen Presents: Monsters of the Multiverse
monsters, both to conceal their identities and to strike fear into their foes.
An iron shadow is usually recruited from the ranks of the Feywild’s hobgoblin armies or from among the hobgoblins who
Strike or a Dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.
Unarmed Strike. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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.
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
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
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
spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the sorrowsworn.Horrid little monsters, wretched sorrowsworn—or the Wretched&mdash
;gather in packs to scour the Shadowfell for prey. These desperate entities subsist on life force; when they find a creature, they surge forward to sink their fangs into their victims and drink deep
Monsters
Candlekeep Mysteries
.
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
","rollType":"damage","rollAction":"Shard of Shadow","rollDamageType":"necrotic"} necrotic damage, and if the target is a creature, it must succeed on a DC 20 Constitution saving throw or be poisoned until the
Monsters
Storm King's Thunder
; homes destroyed. She has no tolerance for monsters or bullies.
Ideal: “We live in a violent world, and sometimes violence is necessary for survival.”
Bond: “My home is my life
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
Hide action as a bonus action.Multiattack. The ancient deep crow makes three attacks: one with its mandibles and two with its claws.
Mandibles. Melee Weapon Attack: +11;{"diceNotation":"1d20+11
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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.
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
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
vessels and feeding on the life energy of those unlucky enough to cross their path.
A vampirate appears as a gaunt figure with milky-white eyes and skin as dry as parchment. A vampirate has fangs like a
Monsters
Storm King's Thunder
, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs
eggs.
Tressym mate with others of their kind, but they don’t mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Shadow Step
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
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
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
Mordenkainen Presents: Monsters of the Multiverse
, 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.
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






