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Returning 35 results for 'barriers battle diffusing charm replicate'.
Monsters
Lost Laboratory of Kwalish
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Magic Items
Princes of the Apocalypse
This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following
benefits while wearing the crown:
You have resistance to psychic damage.
You have advantage on saving throws against effects that would charm you.
You can use a bonus action to inspire one creature you
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Mythic Odysseys of Theros
magic of their music, dance, or other performances to charm opponents into joining their festivities. In the aftermath, these satyrs' foes are more likely to suffer embarrassment and groggy mornings
possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and
the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu’s Instinctive Charm for
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
(spell save DC 14):
At will: detect thoughts, mage hand, zone of truth
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha's hideous
Monsters
Phandelver and Below: The Shattered Obelisk
):
At will: mage hand (the hand is invisible), minor illusion
1/day each: charm person, dissonant whispers, telekinesis
Synaptic Rend (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the attacker is immune to the amnizu’s Instinctive Charm for 24 hours.Amnizus lead infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying
, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: alter self (can become Medium), charm person, detect magic
his holdings because of Bael’s battle acumen. During a time when so many other archdevils have lost their positions, Mammon has never been ousted, which is a testament to Bael’s skill on
Monsters
Tyranny of Dragons
, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead, dispel
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
evil, and that revel in their villainy. Emerald Claw NPCs d6 NPC 1 Though mortal, this fanatical warrior drinks the blood of those he slays in battle. 2 A cleric tries to convince her enemies to
embrace the order, promising eternal life through undeath. 3 A noble with sympathies toward the order hides a cell’s library vault within the grounds of their estate. 4 A suave vampire would rather charm
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
evil, and that revel in their villainy. Emerald Claw NPCs d6 NPC 1 Though mortal, this fanatical warrior drinks the blood of those he slays in battle. 2 A cleric tries to convince her enemies to
embrace the order, promising eternal life through undeath. 3 A noble with sympathies toward the order hides a cell’s library vault within the grounds of their estate. 4 A suave vampire would rather charm
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
evil, and that revel in their villainy. Emerald Claw NPCs d6 NPC 1 Though mortal, this fanatical warrior drinks the blood of those he slays in battle. 2 A cleric tries to convince her enemies to
embrace the order, promising eternal life through undeath. 3 A noble with sympathies toward the order hides a cell’s library vault within the grounds of their estate. 4 A suave vampire would rather charm
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
exhibits shrewd battle tactics and beguiling charm, easily swaying mortals. Each of Tiamat’s five heads has its own voice and mannerisms, but they all share the same consciousness. The relationship
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
exhibits shrewd battle tactics and beguiling charm, easily swaying mortals. Each of Tiamat’s five heads has its own voice and mannerisms, but they all share the same consciousness. The relationship
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
exhibits shrewd battle tactics and beguiling charm, easily swaying mortals. Each of Tiamat’s five heads has its own voice and mannerisms, but they all share the same consciousness. The relationship
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
on treating the wounded and getting everyone back to Vogler safely. Cudgel Betrayed As the characters and Mayor Raven speak, Cudgel Ironsmile seeks answers. While the battle was taking place, one of
wounded but survived the battle—possibly Gragonis, if the characters spared him. She angrily shakes and yells at the wounded mercenary. If the characters don’t act first, Mayor Raven calms Cudgel and has
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
on treating the wounded and getting everyone back to Vogler safely. Cudgel Betrayed As the characters and Mayor Raven speak, Cudgel Ironsmile seeks answers. While the battle was taking place, one of
wounded but survived the battle—possibly Gragonis, if the characters spared him. She angrily shakes and yells at the wounded mercenary. If the characters don’t act first, Mayor Raven calms Cudgel and has
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
on treating the wounded and getting everyone back to Vogler safely. Cudgel Betrayed As the characters and Mayor Raven speak, Cudgel Ironsmile seeks answers. While the battle was taking place, one of
wounded but survived the battle—possibly Gragonis, if the characters spared him. She angrily shakes and yells at the wounded mercenary. If the characters don’t act first, Mayor Raven calms Cudgel and has
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand (the hand is invisible), minor illusion
1/day each: charm person, dissonant whispers, telekinesis
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand (the hand is invisible), minor illusion
1/day each: charm person, dissonant whispers, telekinesis
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand (the hand is invisible), minor illusion
1/day each: charm person, dissonant whispers, telekinesis
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Amnizu
Thavius Kreeg as an Amnizu
Amnizus are greater devils that lead infernal legions into battle and command guardians at the gateways to the Nine Hells. Amnizus are arrogant, bullying, and
spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has advantage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Amnizu Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians
following spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Amnizu
Thavius Kreeg as an Amnizu
Amnizus are greater devils that lead infernal legions into battle and command guardians at the gateways to the Nine Hells. Amnizus are arrogant, bullying, and
spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has advantage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Amnizu Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians
following spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Amnizu Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians
following spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Amnizu
Thavius Kreeg as an Amnizu
Amnizus are greater devils that lead infernal legions into battle and command guardians at the gateways to the Nine Hells. Amnizus are arrogant, bullying, and
spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has advantage
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder’s control. Because there is no limit
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael, because of his battle acumen, to safeguard his holdings. Mammon has never been ousted during a
interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals. Bael prefers to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael, because of his battle acumen, to safeguard his holdings. Mammon has never been ousted during a
interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals. Bael prefers to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The
save DC 14):
At will: detect thoughts, mage hand, zone of truth
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha’s hideous laughter






