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Returning 35 results for 'shadow of rages decreases versions'.
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Monsters
Monster Manual
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
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe
Monsters
Monster Manual
"} Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Shadow Strike. Melee Attack Roll
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
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
", "rollDamageType":"Necrotic"} Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.
Monsters
Stranger Things: Welcome to the Hellfire Club
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
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by
Monsters
Tasha’s Cauldron of Everything
Amorphous. The reflections can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the reflections can take the Hide action as a bonus
"} hours later.The reflections are two-dimensional, shimmering versions of the creatures that cast them.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksBludgeoning
monsters
Hit Point maximum decreases by an amount equal to the damage taken. Success: Half damage only.
Truth or Die (1/Day). Saidra asks a creature she can see within 60 feet to identify itself and casts
turns.
Lash Out. Saidra makes one Necrotic Burst attack.
Shadow Veil. Saidra gives herself the Invisible condition until the start of her next turn and can fly up to half her Fly Speed. The condition
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Shadow Strike attack.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic
damage taken, and the vampire regains Hit Points equal to that amount.
Shadow Strike. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage plus 14 (4d6) Cold damage.
Bonus Actions
Shadow Stealth. While in Dim Light or Darkness, the vampire takes the Hide action.
CARLO ARELLANO
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Shadow Disembodied, Life-Drinking Shade Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None Michael Broussard Shadows are incorporeal Undead that feed on life. They resent the living for
the Shadow Shapes table to inspire a shadow’s form and haunting. Shadow Shapes 1d6 The Shadow Appears As... 1 A distorted stalker that lurks in the woods. 2 A fiend that dwells near a wicked
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
gnats, and a battle rages fiercely beneath it. Thousands of fiends clash in Elturel’s shadow. And at their center stands a being wreathed in flame, striking down demons with tireless fury.
Lulu
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phoberos and Skophos Mogis reshaped our ancestors, giving form to their great rages and pains. We are not our ancestors, though. We are god-carved for greatness, but each of us determines how
land, and two ideals—the nobility of heroic struggle and victory versus the brutality of savage slaughter in war—competed for a place in the mortal mind. Just as Mogis is the dark shadow of everything
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons
, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell. Giant’s Havoc 3rd-Level Path of the Giant Feature Your rages pull strength from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
group of ghosts, those ghosts grant each character 1d4 + 19 temporary hit points, in a manner similar to a 4th-level casting of the False Life spell. Fewer Monsters. Reduce the number of shadow demons
attracted a mate to its nest. Alternatively, you can supplement the behir with its spawn: less powerful versions of the creature that are Large instead of Huge. More Actions for Gremorly. Give
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
. Hit: 6 (1d8 + 2) Piercing damage.
Shadow Medium Undead, Chaotic Evil
AC 12 Initiative +2 (12)
HP 27 (5d8 + 5)
Speed 40 ft.
Mod Save
Str 6 −2 −2
Dex 14 +2 +2
Con 13
; PB +2)
Traits
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
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, it teleports into its resting place unless
target’s Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
presence, becoming twisted versions of their former selves (in a dark fey sort of way), but still recognizable as what they once were. She might alter them with magic, making them tireless, resistant
flesh golems 3 1d2 helmed horrors 4 1 rug of smothering 5 1d6 scarecrows 6 2d4 shadow mastiffs* 7 2d4 swarms swarm of insects or swarm of rats 8 1d6 yeth hounds* Brutes d12 Servant(s) * See
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stage 4: Revenge for the “C” Team You are standing just inside the front door to the Dran & Courtier. The place is deserted, the tables empty. Everything is in shadow, except where a purple light
different versions of the Test Market than those seen by the characters, which they talk about if asked (see “Additional Stages” below for inspiration). If they don’t presently return to the same
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
daring robbery Obstruct champions of other gods Building or restoring a temple to Phenax Your piety score to Phenax decreases if you diminish Phenax’s influence in the world, contradict his ideals, or make
, your shadow still resembles your original form. You can cast the spell in this way a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Material Plane at thin points in the boundary between the two planes. A DC 15 Intelligence (Arcana) check reveals that this mist is Shadowfell fog. When a vessel travels through this oppressive, shadow
DC for this check is 10 + the number of hours the ship has been immersed in the Shadowfell fog. If the crew fails this check, their quality score decreases by 1 while within the Shadowfell fog and for
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Kundarak and House Thuranni dates back to the Shadow Schism. Elar d’Thuranni claimed that the Paelion line of House Phiarlan were traitors engaged in a diabolical plot, and the Thuranni and their allies
uncover the truth and avenge his friend. To this end, he has assigned the Ghorad’din—the “Manticore’s Tail,” the secret assassins of House Kundarak—to dog the heels of Thuranni and its Shadow Network
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(1d6 + 2) Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4
hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell’s duration is 24 hours.
Shadow Medium Undead, Chaotic Evil
AC 12 Initiative +2 (12)
HP 27 (5d8
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
. Constitution Saving Throw: DC 15, one creature Saidra can see within 30 feet. Failure: 28 (8d6) Necrotic damage, and its Hit Point maximum decreases by an amount equal to the damage taken. Success: Half
Necrotic Burst attack.
Shadow Veil. Saidra gives herself the Invisible condition until the start of her next turn and can fly up to half her Fly Speed. The condition ends early immediately after Saidra deals damage. Saidra can’t take this action again until the start of her next turn.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Bavlorna can open the secret door without having to smile or use magic. B8. Guest Room This is a dusty, uncluttered room. Several shadow boxes hang on the wall to either side of a modest bed with
moldering linens. Most of the shadow boxes contain mummified pixies pinned to boards like a collection of butterflies. The glass on one of the shadow boxes has been broken, and its contents are missing. B9
Equipment
with 120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random creatures in
the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All
Equipment
120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random creatures in the
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
Equipment
feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random creatures in the
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
Equipment
with 120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random creatures in
the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
decreases by 1. Ruins The adventurers come across a small ruin hidden in the Underdark. This might be the creation of a subterranean race or a surface ruin that collapsed and sank long ago. If the
–14 No encounter 15–16 1 invisible barlgura 17–18 3d4 dretches 19–20 1d2 shadow demons Webs Sticky webs fills a passage (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). The webs
Equipment
120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random creatures in the
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
Equipment
corpses with 120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random
creatures in the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gate is in the eastern passage between this area and the Dark Gardens. 27. Temple of Shadow A creature near the doors into this area hears a faint moaning that rises in intensity as the creature moves
closer to the doors. A wailing howl erupts from the shadows of this dim chamber, echoing from black marble walls. Dark pillars rise to the ceiling, each exuding shadow that twists in the air like
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a large tome spread across his lap. 3 A hag with toad-like features relaxes in a pool of water while miniature versions of her ladle the water and pour it over her head and shoulders. 4 A tall, thin
figure wearing a pointy black hat and a hooded black cloak climbs a rickety staircase leading up to a large, ramshackle house built on stilts. As the figure approaches the house, their shadow seems to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
swallow even the brightest day, the hungry shadow that yearns to consume light and life. It is the plane of entropy, hunger, and loss, slowly sucking the life from the multiverse. It is the source of
is sour and stunted, animals are stillborn or deformed, and a malaise hangs in the air. 3 On nights during the month of Sypheros, when the Shadow Moon is dominant in the sky, horrific monsters stalk
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
transmuter (see appendix B) works here, with a wight leading two sentient gray oozes and two sentient ochre jellies to guard her. Sentient oozes are the same as normal versions of such monsters, except
magic of Szass Tam turns different facets of chaos to absolute evil in these great halls. 103. Temple of Fortune A pattern of shadow swirls around a shrine of binding and plays out across the white
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
suggest Undead giants are interested in a location for mysterious reasons. Giant Necropolis Encounters d10 Encounter
1 1 young red shadow dragon (attitude: 1d4 + 1) seeking treasures steeped in
slay
4 1 frostmourn* (attitude: 1d8 + 1) contemplating the many notches on its greataxe
5 1d4 shadows (attitude: 1d8) playing out the last moments of their lives as a shadow puppet show on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
fairy whispering in its ear), the Haunted (with a demonic shadow terrorizing it), and the Fool (performing a handstand). Each of the five scripts is cursed. Anyone who spends an hour reading a script