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Returning 35 results for 'more shadow with only arts for for level'.
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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
creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
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
Adamantine or mithral
1 minute
Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
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
":"recharge", "rollAction":"Hunger of Hadar"}. The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).Legendary
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
","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
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. Vertrand has advantage on saving throws against spells and other magical effects.
Spellcasting. Vertrand is an 18th-level spellcaster. His spellcasting ability is Intelligence
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots
Monsters
Waterdeep: Dungeon of the Mad Mage
on saving throws against spells and other magical effects.
Spellcasting. Drivvin is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9
): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. Zox has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. Zox is an 18th-level spellcaster. His spellcasting ability is Intelligence
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. Melissara has advantage on saving throws against spells and other magical effects.
Spellcasting. Melissara is an 18th-level spellcaster. Her spellcasting ability is Intelligence
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The Left Hand of Manshoon has advantage on saving throws against spells and other magical effects.
Spellcasting. The Left Hand of Manshoon is an 18th-level spellcaster. Its
self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. Berlain has advantage on saving throws against spells and other magical effects.
Spellcasting. Berlain is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
Monsters
Dragon of Icespire Peak
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence
, prestidigitation, ray of frost (see “Actions” below)
1st level (3 slots): detect magic, mage armor, magic missile (see “Actions” below), shieldMagic Missile (Expends a 1st
Monsters
Waterdeep: Dungeon of the Mad Mage
is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks
). Valtagar can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots
Monsters
Tomb of Annihilation
Magic Resistance. Syndra has advantage on saving throws against spells and other magical effects.
Spellcasting. Syndra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell
spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is
the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level
Monsters
Keys from the Golden Vault
and melts away, and the shard solitaire necklace teleports to the safe in Zorhanna’s vault tower.
Spellcasting. The simulacrum is an 18th-level spellcaster. Its spellcasting ability is
the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd
Monsters
Out of the Abyss
lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. Vizeran is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20
will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty
Monsters
Baldur’s Gate: Descent into Avernus
Spellcasting. The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit with spell attacks). It has
the following wizard spells prepared:
Cantrips (at will): mage hand, message, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions
Monsters
Baldur’s Gate: Descent into Avernus
Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.
Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting
:
Cantrips (at will): chill touch (see “Actions” below), mage hand, message, prestidigitation
1st level (4 slots): burning hands, detect magic, ray of sickness (see “Actions” below), shield
2nd level (3 slots
Monsters
Candlekeep Mysteries
)
Spellcasting. The wood elf is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Spellcasting"} to hit with
spell attacks). The wood elf has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
1st level (4 slots): mage armor, magic missile, shield
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
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
Waterdeep: Dragon Heist
Spellcasting. Ziraj is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
attacks). He has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (2
Monsters
Icewind Dale: Rime of the Frostmaiden
Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see “Actions” below).
Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting
(at will): chill touch (see “Actions” below), light, mage hand, message, prestidigitation
1st level (4 slots): comprehend languages, detect magic, ray of sickness, Tasha's hideous
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive
examples of such Fey folk, as are hobgoblin iron shadow;hobgoblin iron shadows and nilbog;nilbogs.
Monsters
Vecna: Eve of Ruin
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell
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
Curse of Strahd
of his next turn.
Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction
":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots):comprehend languages, fog cloud
Monsters
Eberron: Rising from the Last War
temporary hit points per level of that spell.
Maddening Secrets (Costs 3 Actions). Sul Khatesh whispers an arcane secret into the mind of a creature she can see within 60 feet of her. The target must
succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollDamageType":"force"} force damage to each
Monsters
Eberron: Rising from the Last War
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless
. The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than
Monsters
Eberron: Rising from the Last War
one level of exhaustion.Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and
’s lair is known to touch remote areas of the Shadow Marches and caverns below Xen’drik. A region containing a passage to Belashyrra’s lair is warped by its magic, which creates one or
Archmage
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3
Gloom Weaver
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
each: arcane gate, bane, compulsion, confusion, true seeing
Spellcasting. The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8;{"diceNotation":"1d20
:
Cantrips (at will): chill touch (3d8;{"diceNotation":"3d8","rollType":"roll"} damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation
1st−5th level (3 5th-level
Hobgoblin Iron Shadow
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Spellcasting. The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit
with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): minor illusion, prestidigitation, true strike
1st level (3 slots): charm person, disguise self, expeditious
Species
Eberron: Rising from the Last War
.
—Lady Elara d’Thuranni, shadow dancer
The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to
avoid detection.
The Houses of Shadow
Leader: House Phiarlan, Elvinor Elorrenthi d’Phiarlan; House Thuranni, Elar d’Thuranni
Headquarters: House Phiarlan, the Demesnes (various); House






