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Returning 35 results for 'shadow of radius down verdan'.
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Species
Acquisitions Incorporated
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
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
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
stat block), which appear in unoccupied spaces within 30 feet of it and are hostile.
7
Swarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of
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
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
Mordenkainen Presents: Monsters of the Multiverse
":"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
Material Plane, he often sets them on a mission to create, control, and lead a plague of Undead. Skeleton;Skeletons, zombie;zombies, ghoul;ghouls, ghast;ghasts, and shadow;shadows (all of which
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
New Race: Verdan The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing
Monsters
Locathah Rising
Hearth of Moonlight and Shadow. At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover
Monsters
Van Richten’s Guide to Ravenloft
priest’s next turn.
Circle of Death (Spell; Recharge 5–6;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point
-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Circle
Monsters
Eberron: Rising from the Last War
different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12);{"diceNotation":"11d12
Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts.
The Queen of Shadows. An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve
Monsters
Eberron: Rising from the Last War
-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8);{"diceNotation":"10d8
eyebinders — entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
Kalaraq quori
Monsters
Van Richten’s Guide to Ravenloft
; Recharge 5–6;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a
body, but it otherwise uses the stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is
Monsters
Van Richten’s Guide to Ravenloft
;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution
silhouette of its original body, but it otherwise uses the stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If
Monsters
Van Richten’s Guide to Ravenloft
"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType
unoccupied space the priest can see within 30 feet of it. The creature has the size and silhouette of its original body, but it otherwise uses the stat block of a shadow.
The shadow obeys the priest
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving
stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it
Priest of Osybus
Legacy
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monsters
Van Richten’s Guide to Ravenloft
creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage
space the priest can see within 30 feet of it. The creature has the size and silhouette of its original body, but it otherwise uses the stat block of a shadow.
The shadow obeys the priest’s
Monsters
Eberron: Rising from the Last War
. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10);{"diceNotation":"6d10","rollType":"damage","rollAction
; (Colossus WX-12) squats in the Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows.
Hollow Structure. Although it can operate without a crew, a warforged colossus
Delerium Fragment
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Delerium Chip
Legacy
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Delerium Geode
Legacy
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Delerium Massive Cluster
Legacy
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Delerium Crystal
Legacy
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Delerium Shard
Legacy
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing. Unattended
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and nearby
Equipment
breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Shadow Dragon Lairs When dragons become aware of the Shadowfell’s malign influence seeping into their territories, most scoop up their hoards and abandon any compromised lairs. But some are stubborn
that both dragon and lair have changed. In these cases, a shadow dragon’s lair undergoes the same transformation as the dragon, becoming a shadowy, melancholic version of the original site. Shadow
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dimensional Seal A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field in a 2-mile radius. This field blocks all forms of
conjuration magic and any other effect that involves teleportation or planar travel. Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches — reminders of the conflict
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dimensional Seal A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field in a 2-mile radius. This field blocks all forms of
conjuration magic and any other effect that involves teleportation or planar travel. Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches—reminders of the conflict between
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Equipment
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if
burst of energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Nintra Siotta, Princess of the Shadow Glass Nintra Siotta, a chaotic evil archfey who was exiled from the Gloaming Court by the Queen of Air and Darkness long ago, is known in Faerûn by three titles
: Princess of the Shadow Glass, Lady of Dread Omens, and Seeker of the Three Crowns. She appears as a 9-foot-tall humanoid made of smoky gray glass, wrapped in a cloak-like darkness that appears to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table
damage. 3 Innate Spellcasting. The horror’s innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
casts the maze spell on each creature within 30 feet of it.
6 Nightmare. Tendrils of shadow seep from the vessel and form into 1d4 shadow demons (see the Monster Manual for their stat block
), which appear in unoccupied spaces within 30 feet of it and are hostile.
7 Swarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet.
8