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Returning 35 results for 'shadow of rest destroy vital'.
Magic Items
Dungeon Master’s Guide
This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it.
Feats
Player’s Handbook
by 1, to a maximum of 20.
Shadow Magic. Choose one level 1 spell from the Illusion or Necromancy school of magic. You always have that spell and the Invisibility spell prepared. You can cast each of
these spells without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells
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
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
Magic Items
Dungeon Master’s Guide
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows
Magic Items
Dungeon Master’s Guide
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all
Magic Items
Stranger Things: Welcome to the Hellfire Club
While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.
Special Use: You have Advantage on Charisma (Intimidation) checks you make to intimidate a Humanoid who sees you wearing this helm.
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
vampire’s but doesn’t use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from another creature by touching it or by
Magic Items
The Wild Beyond the Witchlight
consciousness and all its Strength after finishing a short or long rest.
A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if
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
Magic Items
Mythic Odysseys of Theros
A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long
rest. The creature can’t gain these benefits again until it finishes a long rest.
If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by
Monsters
Spelljammer: Adventures in Space
. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain’s choice) under the DM’s control.
Heavy Crossbow. Ranged
","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.
Ship Invisibility (Recharges after a Short or Long Rest). A ship upon which the captain stands, along with all creatures and
Shadow
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4;{"diceNotation":"1d4","rollType":"roll"} hours
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
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"necrotic"} necrotic 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.
Ray of Cold
use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from another creature by touching it or by siphoning off its energy from a
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
Gloom Weaver
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells
and casts one spell that takes 1 action to cast.
Shadow Spear. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Shadow Spear"} to hit, reach 5 ft., one target. Hit
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
classes
Xanathar's Guide to Everything
gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Features
Druid Level
Feature
2nd
Balm of the Summer Court
6th
Hearth of Moonlight and Shadow
10th
Hidden Paths
14th
Walker in Dreams
feats
Dark Gift Feat (Prerequisite: Ravenloft Campaign)
The shadow you cast is animate and ever-present—sometimes it even acts according to its own will. You gain the following features.
Grasping
Shadow. You learn the Mage Hand spell and can cast it without spell components. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat
Monsters
Strixhaven: A Curriculum of Chaos
restoration, mass cure wounds, pass without trace, plant growth, revivify
Summon Nature’s Avatar (Recharges after a Short or Long Rest). The professor magically summons a Groff. The groff
traditional material components. In battle, they flood their allies with vital essence, healing wounds and soothing ailments. Their foes face the wrath of nature itself, from grasping plants and
Monsters
Planescape: Adventures in the Multiverse
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
if the target is a creature, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target
Monsters
Dragonlance: Shadow of the Dragon Queen
destroy the would-be memento.
Death Dragons
Death dragons are the Undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic. Rarely, death
dragons arise when a dragon meets its end in a way that torments its soul and consumes it with a need for vengeance. Regardless of how it arose, a death dragon retains a shadow of its former
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
, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new reflections rises from the corpse 1d4;{"diceNotation":"1d4","rollType":"roll
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on a success.Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in
covers every surface, muffling sound.
A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another—enabling it to sneak up on
classes
Xanathar's Guide to Everything
. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the
Kraken Priest
Legacy
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Monsters
Volo's Guide to Monsters
":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: command, create or destroy water
3/day each: control water
after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in
classes
Xanathar's Guide to Everything
. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the
Monsters
Out of the Abyss
following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st Level (4 slots): charm person, create or destroy water
2nd Level (3 slots): hold person, silence
3rd Level (2 slots
an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is
backgrounds
Forgotten Realms: Heroes of Faerûn
your siblings in arms, and heartfelt compassion for the survivors of war. With weapon and holy symbol in hand, you’ve sworn not to rest until the light of justice has vanquished the shadow of chaos across Faerûn.
classes
Xanathar's Guide to Everything
gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Features
Druid Level
Feature
3rd
Balm of the Summer Court
6th
Hearth of Moonlight and Shadow
10th
Hidden Paths
14th
Walker in Dreams
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can
Monster Manual).
Warlocks
Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.
Monsters
Dragonlance: Shadow of the Dragon Queen
their oaths and died in disgrace. Unable to rest, they are now unswervingly loyal to the villains they serve. Should a skeletal knight’s master be destroyed, the knight regains its will and is
free to pursue its own ends.
Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their
classes
Basic Rules (2014)
Destroy Undead (CR 4), Divine Domain Feature
5
4
3
3
3
2
1
1
1
1
18th
+6
Channel Divinity (3/rest)
5
4
3
3
Channel Divinity (1/rest), Divine Domain Feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
&mdash
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
visible outside it.
The sphere vanishes at the end of the rest or when Amble leaves the sphere.
Hold Breath. Amble can hold their breath for up to 1 hour at a time.
Spellcasting. Amble is a 12th-level
Monsters
Guildmasters’ Guide to Ravnica
been given a more prominent position, which she has embraced with enthusiasm. She worries about the impact that her guild has on the rest of Ravnica but believes in her heart that she is helping the
people. Chaos can only destroy, and her visions are a tool to ensure that society can live in safety in all variants of the future.
Monsters
Waterdeep: Dragon Heist
":"damage","rollAction":"Oversized Longbow","rollDamageType":"piercing"} piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj exudes magical menace. Each enemy within 30 feet of
hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from — if he even has a home — remains a mystery, as
Magic Items
Mythic Odysseys of Theros
Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos
dusk.
Destroying the Whip. To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month.