Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'shadow see'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        18. Shadow's Edge
                                    
                                
                                    
                                        shadowy see
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
                                                
                                            
                                                
                                                     turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Resistances. See Living Shadow.
Living Shadow. While in Dim Light or Darkness, the dragon has Resistance to damage that isnât Force, Psychic, or Radiant.
Sunlight Sensitivity. While in
                                                
                                            
                                                
                                                    ":"damage", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Shadow Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Breath"}. Dexterity
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
                                                
                                            
                                                
                                                     turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    , one creature the vampire can see within 30 feet that isnât a Construct or an Undead. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Sanguine Drain
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     only if you can see the shadow:
You control the shadowâs movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    "} necrotic damage.
Affix Shadow. Sion targets a creature within 60 feet of himself that he can see. That target must make a DC 13 Charisma saving throw. On a failed save, the target has the grappled
                                                
                                            
                                                
                                                     by Sion from pure shadow, both creatures use the shadow stat block, but the raven has a flying speed of 40 feet.Shadow Step. While Sion is in dim light or darkness, he magically teleports up to 15 feet to an unoccupied space he can see that is also in dim light or darkness.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                    .
Terrifying Howl (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Terrifying Howl"}. The shadow mastiff howls. Any Beast or Humanoid within 300 feet of it must succeed on a DC 11 Wisdom
                                                
                                            
                                        
                                                     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
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     moment they attackâand then they are the last thing their victims see.
A shadowblade gains their powers over shadow via a ritual in which they kill a shadow demon and mystically prevent it from re
                                                
                                            
                                                
                                                    .
Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon (see the Monster Manual) with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     will: dancing lights, darkness
1/day each: faerie fire, levitate (self only)
Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon (see the Monster Manual) with a 50 percent
                                                
                                            
                                                
                                                     attackâand then they are the last thing their victims see.
A shadowblade gains their powers over shadow via a ritual in which they kill a shadow demon and mystically prevent it from re-forming in
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    .
If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual) rises from the corpse 1d4;{"diceNotation":"1d4","rollType":"roll"} hours later.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    "} slashing damage. If the target is a creature, it is wracked with despair and has disadvantage on attack rolls until the end of its next turn.
Illuminating Shadow Breath (Recharge 5â6);{"diceNotation
                                                
                                            
                                                
                                                    ":"1d6", "rollType":"recharge", "rollAction":"Illuminating Shadow Breath"}. Shadrix exhales an entwined burst of blinding radiance and unnerving shadow in a 90-foot cone. Each creature in that area
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , the target is pulled to a space within 5 feet of the banderhobb.
Shadow Step. The banderhobb teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see.
Swallow. Melee
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    ","rollAction":"Hand Crossbow","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the âBluerotâ sidebar
                                                
                                            
                                                
                                                     succeed on a DC 12 Constitution saving throw or contract bluerot (see the âBluerotâ sidebar).
Reveal (1/Day). The drowned assassin removes its mask, revealing its rotting face. Each
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     being charmed, and magic canât put it to sleep.Multiattack. The shadar-kai makes three Shadow Spear attacks. It can replace one attack with a use of Spellcasting.
Shadow Spear. Melee or Ranged
                                                
                                            
                                                
                                                     Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Shadow Spear"} to hit, reach 5 ft. or range 30/120, one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ","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
                                                
                                            
                                                
                                                     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
                                                    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
                                                
                                            
                                                
                                                     dies if its hit point maximum is reduced to 0.
Shadow Web. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Shadow Web"} to hit, reach 120 ft., one creature. Hit: 16
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     disadvantage if it can see the rider, ending the condition on itself on a success.Legends told in the courts of Eldraine suggest that the deathless riders serve a warlock-queen, known simply as the Shadow
                                                
                                            
                                                
                                                     the wilds? Beware the dead riders who serve the Shadow Queen.â
âScalan, Edgewall innkeeper
PoisonNecrotic
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     target, the claw can attack only that target.
Shadow Jump (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Jump"}. If the boneclaw is in dim light or darkness, each
                                                
                                            
                                                
                                                     creature of the boneclawâs 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
                                                    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 isnât 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 isnât 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
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    : 16 (2d10 + 5);{"diceNotation":"2d10+5","rollType":"damage","rollAction":"Talons","rollDamageType":"slashing"} slashing damage.
Warp Shadow. The peryton chooses up to three creatures within 60 feet of
                                                
                                            
                                                
                                                     it that it can see. Each creature must succeed on a DC 14 Wisdom saving throw or become cursed. While cursed, whenever the creature makes an attack roll, an ability check, or a saving throw, it must
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     gains temporary hit points equal to the damage dealt.Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the magic of shadow, which lets
                                                
                                            
                                                
                                                     them take on a ghastly appearance and disappear, as well as twist shadow into terrifying bolts of energy that drain the vigor of their victims.
Death Giants
Long ago, a large band of cloud giants
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     (exorcistâs choice).
Admit Entity (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Admit Entity"}. The exorcist thins the veil of death for a creature it can see within 60
                                                
                                            
                                                
                                                     radiant energy from their staves to repel a host of supernatural entities.
An exorcistâs senses pierce the veil of death to perceive wandering ghosts on the Ethereal Plane as well as shadow demon
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksShadow Step (Recharge 4â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Shadow Step"}. The hound magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.
                                                
                                            
                                        
                                                     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 (captainâs choice) under the DMâs control.
Heavy Crossbow. Ranged
                                                
                                            
                                                
                                                    . The effect ends if the captain leaves the ship.Uncanny Dodge. The captain halves the damage that it takes from an attack that hits it. The captain must be able to see the attacker.How a crew of
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     vampire spawn under Strahdâs control.
Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw
                                                
                                            
                                                
                                                     to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Shadow Jump after one of these attacks.
Spiked Chain. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Spiked Chain"} to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3
                                                
                                            
                                                
                                                     grapple ends, the target is restrained, and the shadar-kai canât grapple another target.
5â6: Topple. The target is knocked prone.Those who have fought shadow dancers describe the
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     glittering spores, a statuette resembling its former self, a chunk of ice, or a sponge shaped like a dodecahedron (DMâs choice).Magical Gift (1/Day). The chwinga targets a Humanoid it can see
                                                
                                            
                                                
                                                     within 5 feet of itself. The target gains a supernatural charm of the DMâs choice. See the Dungeon Masterâs Guide for more information on supernatural charms.
Natural Shelter. The chwinga
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     additional randomly determined major beneficial property.
If you arenât a worshiper of Erebos, the whip has 2 randomly determined major detrimental properties.
See âArtifactsâ in
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     (Recharges after a Short or Long Rest). The shepherd pulls twisted souls from the Underworld; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Herd the Underworld"} shadow;shadows (without
                                                
                                            
                                                
                                                     Sunlight Weakness; see the Monster Manual) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until theyâre
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     lives are rarely what they expectedânot that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities
                                                
                                            
                                                
                                                    ât build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     can't use this trait if she's incapacitated.
Shadow Step. When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim
                                                
                                            
                                        





