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Returning 35 results for 'shadows foot'.
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shadows from
shadow foot
shadowy foot
shadows foes
Monsters
Monster Manual
damage.
Shadow Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Breath"}. Dexterity Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: 35 (10d6
;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Negative Energy Suffusion"} from the number of Hit Points regained.
Stifling Shadows. Within 1 mile of the lair, effects that normally create
Monsters
Monster Manual
damage.
Shadow Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Breath"}. Dexterity Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: 35 (10d6
;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Negative Energy Suffusion"} from the number of Hit Points regained.
Stifling Shadows. Within 1 mile of the lair, effects that normally create
Monsters
Waterdeep: Dragon Heist
":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage.
Dragonborn. She can use her action to exhale a 5-foot-wide, 30-foot line of lightning (but can't do this again until she finishes a short or
positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved
Monsters
Strixhaven: A Curriculum of Chaos
wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.
The professors
strive to carry themselves as immaculately as possible, seeking to overawe and wrong-foot anyone who would stand against them in debate or in battle. In teaching their students, professors of shadow
Monsters
Waterdeep: Dragon Heist
): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Reach to the Wave. At will, Avi can control the flow and shape of water in a 5-foot cube, or cause the water to
of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows
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
elsewhere in the multiverse and becomes active again at a time set by the DM.
Sul Khatesh
Sul Khatesh is known as the Keeper of Secrets and the Queen of Shadows. She embodies the fears and superstitions
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
replacing all life with everlasting death.
A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot
Monsters
Van Richten’s Guide to Ravenloft
in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Blood
capable of considering more than their next meal. In these instants, nosferatu recollect glimpses of what they once were, beings who knew pride, intention, and a world beyond the shadows. They might even
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.
Devour Soul. A nabassu can eat the soul of a
Monsters
Bigby Presents: Glory of the Giants
if it tries to cast a spell, it must first succeed on a DC 16 Intelligence check or the spell fails and is wasted.
Eldritch Burst. Magical energy explodes in a 20-foot-radius sphere centered on a
fomorians power over shadows, allowing them to mold and shape darkness like clay.
Fomorians
Descended from Annam’s son Karontor, fomorians once occupied a place in the giants’ ordning
Backgrounds
Guildmasters’ Guide to Ravnica
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
, Leomund's secret chest
5th
geas
Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might
Monsters
Keys from the Golden Vault
tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 13 (3d8
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
immortality would be assured. A suitable vessel they did then find: Strahd von Zarovich. Working in shadows and through intermediaries, the priests whispered hatred to the count, and when his noble
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
world and conquer it. If they succeeded, their immortality would be assured. A suitable vessel they did then find: Strahd von Zarovich. Working in shadows and through intermediaries, the priests
Monsters
Van Richten’s Guide to Ravenloft
: Strahd von Zarovich. Working in shadows and through intermediaries, the priests whispered hatred to the count, and when his noble heart was corrupted, they were the ones who laid the path before him
","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
Monsters
Van Richten’s Guide to Ravenloft
powers to enter the world and conquer it. If they succeeded, their immortality would be assured. A suitable vessel they did then find: Strahd von Zarovich. Working in shadows and through intermediaries
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
Monsters
Van Richten’s Guide to Ravenloft
vessel they did then find: Strahd von Zarovich. Working in shadows and through intermediaries, the priests whispered hatred to the count, and when his noble heart was corrupted, they were the ones
; 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
Monsters
Van Richten’s Guide to Ravenloft
find: Strahd von Zarovich. Working in shadows and through intermediaries, the priests whispered hatred to the count, and when his noble heart was corrupted, they were the ones who laid the path before
;{"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
Monsters
Van Richten’s Guide to Ravenloft
these powers to enter the world and conquer it. If they succeeded, their immortality would be assured. A suitable vessel they did then find: Strahd von Zarovich. Working in shadows and through
"}). 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and the morkoth can’t use its tentacles on another target.
Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a
morkoth has collected, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear
spells
You unleash a wave of swirling shadows that fills an area next to you. Each creature in a 10-foot Cube of Darkness originating from you when you cast the spell makes a Wisdom saving throw. On a
magic-items
This wood-carved mask has a haunted expression and makes the wearer’s eyes look like empty shadows. Rabbit ears protrude over the head. While you wear the mask, you hear the whispers of an
10-foot Emanation originating from the body, it takes 2d8 Fire damage. The flame is extinguished if the target regains any Hit Points.
spells
You siphon away the vitality and sense of self through the shadows of nearby creatures in a 15-foot Emanation originating from you.
When you cast this spell, you can designate creatures to be
Nabassu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.
Devour Soul. A nabassu can eat the soul of a
magic-items
This wood-carved mask has a haunted expression and makes the wearer’s eyes look like empty shadows. Rabbit ears protrude over the head. While you wear the mask, you hear the whispers of an
10-foot Emanation originating from the body, it takes 2d8 Fire damage. The flame is extinguished if the target regains any Hit Points.
Harvest Offering (Legendary). As a magic;Magic action, you can
spells
A 20-foot radius Sphere of gloom erupts from a point you choose within range as fell energies from the dimension of shadow flood the area. You select an entity to push through into this reality for a
damage only.
Tomb of Shadows. Creatures of your choice in the area must make Constitution saving throws. A target takes4d8 necrotic damage on a failed save and its speed is reduced by 20 feet. On a
magic-items
This wood-carved mask has a haunted expression and makes the wearer’s eyes look like empty shadows. Rabbit ears protrude over the head. While you wear the mask, you hear the whispers of an
10-foot Emanation originating from the body, it takes 2d8 Fire damage. The flame is extinguished if the target regains any Hit Points.
Harvest Offering (Legendary). As a Magic;Magic action, you can
monsters
are shockingly stealthy, able to stalk their prey and snare them with a hypnotic gaze from the shadows. The gaze beguiles victims into seeing a loved one beckoning them closer for a warm embrace. All
one, as it overpowers the false beckoning of the monster’s gaze.Hypnotic Gaze (Recharge 5–6). Wisdom Saving Throw: DC 19, each creature in a 30-foot Cone. A creature holding a keepsake from
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
silhouettes of fir trees, lit from behind and above by a white, moon-like sphere of glass that hangs from the ceiling by a short chain and casts long shadows on the walls. Suspended above the stage is a
trapeze.
Eleven shadows occupy the theater. These shadows are Fey, not Undead, and they were created by Endelyn using her scissors of shadow snipping (see appendix A). If Gleam’s detached shadow wasn’t
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
silhouettes of fir trees, lit from behind and above by a white, moon-like sphere of glass that hangs from the ceiling by a short chain and casts long shadows on the walls. Suspended above the stage is a
trapeze.
Eleven shadows occupy the theater. These shadows are Fey, not Undead, and they were created by Endelyn using her scissors of shadow snipping (see appendix A). If Gleam’s detached shadow wasn’t
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K16. North Chapel Access This arched room connects a vast chamber to the east and a staircase that rises to the west. Alcoves in the north and south walls hold eight-foot-tall sculptures of helmed
knights with muscular builds. Black shadows fall across their faces. The statues are harmless. The vast chamber to the east is the chapel (area K15). The staircase to the west is described in area K29.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
intersection, the shadow from its gnomon pointing straight toward the tower—which is highly odd, because the sun isn’t behind you. Your shadows point in the proper direction. Only the sundial’s shadow points
deduce the correct path from among multiple shadows, but those solutions aren’t obvious or even fair. Xonthal was trying to keep enemies and curiosity-seekers out—not just to present them with an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K16. North Chapel Access This arched room connects a vast chamber to the east and a staircase that rises to the west. Alcoves in the north and south walls hold eight-foot-tall sculptures of helmed
knights with muscular builds. Black shadows fall across their faces. The statues are harmless. The vast chamber to the east is the chapel (area K15). The staircase to the west is described in area K29.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
intersection, the shadow from its gnomon pointing straight toward the tower—which is highly odd, because the sun isn’t behind you. Your shadows point in the proper direction. Only the sundial’s shadow points
deduce the correct path from among multiple shadows, but those solutions aren’t obvious or even fair. Xonthal was trying to keep enemies and curiosity-seekers out—not just to present them with an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K54. Familiar Room The low ceiling of this twenty-foot-square room presses down on you. Torn and broken couches lie in heaps, haphazardly strewn about. Deep claw marks cover the hardwood furniture
, and the once lush upholstery has been sliced to shreds. From the dark shadows amid the rubble, three pairs of green eyes stare back at you. The three cats are familiars of the witches in area K56. If the familiars see the characters here, the witches are alerted to their presence.