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Returning 35 results for 'bat been diffusing charm ready'.
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Monsters
Monster Manual
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.NecroticCharm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Charm
Monsters
Mordenkainen Presents: Monsters of the Multiverse
casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: alter self, major image
3/day each: charm person, detect
responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At will: disguise self, mage hand, minor illusion
2/day each: charm person, dispel magic, greater invisibility
, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he
Monsters
Thieves’ Gallery
Disarming Charm. While Forge isn’t wearing armor, his AC includes his Charisma modifier.
Double-Cross. If Forge hits a creature friendly to him with an attack roll, the attack is automatically
audacious criminal has left a trail of broken promises and false identities along the Sword Coast. He conceals flexible morals and a ready dagger behind his winning smile.
Forge enjoys the finer
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form
damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Zorak can't
":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Zorak can grapple the target (escape DC 18).
Bite. (Bat or Vampire
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"Polymorph Concoction"}): 1, bat; 2, frog; 3, lizard; or 4, rat. This transformation lasts for 1 hour or until the creature drops to 0 hit points in its new form.
Shattered Shards. The witch targets a
/day each: animal messenger, charm person, Tasha's hideous laughter
1/day each: bestow curse, dispel magic
“Taste the sweetness, breath for breath. Keep the balance, death for death.&rdquo
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. If Keresta isn't in sunlight or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form.
While in bat form, Keresta
. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Keresta
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
Monsters
Vecna: Eve of Ruin
Fire", "rollDamageType":"necrotic"} necrotic damage on a failed save or half as much damage on a successful one.
Charm. Strahd targets one Humanoid he can see within 30 feet of himself. The target must
dies. When transforming into a new form, Strahd chooses one of the following options:
Beast Form. Strahd transforms into a Tiny bat (flying speed 30 ft.) or a Medium wolf (speed 40 ft.). While in that
Bard
Legacy
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Classes
Basic Rules (2014)
a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you
highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm
Compendium
- Sources->Dungeons & Dragons->Monster Manual
target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5
Vampire Spawn under the vampire’s control.
Bonus Actions
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Scholar of Impossibilities Run this encounter when you’re ready to bring the hunt for R04M to an end. The tunnel ends in a ledge overlooking a vast, empty crevasse. No path clearly proceeds above or
Scholar shares its secret with only one character. That character gains the following charm (a type of supernatural gift detailed in the Dungeon Master’s Guide). Eyes of the Impossible Supernatural
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Scholar of Impossibilities Run this encounter when you’re ready to bring the hunt for R04M to an end. The tunnel ends in a ledge overlooking a vast, empty crevasse. No path clearly proceeds above or
Scholar shares its secret with only one character. That character gains the following charm (a type of supernatural gift detailed in the Dungeon Master’s Guide). Eyes of the Impossible Supernatural
Compendium
- Sources->Dungeons & Dragons->Monster Manual
target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5
Vampire Spawn under the vampire’s control.
Bonus Actions
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell
Compendium
- Sources->Dungeons & Dragons->Monster Manual
target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5
Vampire Spawn under the vampire’s control.
Bonus Actions
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Scholar of Impossibilities Run this encounter when you’re ready to bring the hunt for R04M to an end. The tunnel ends in a ledge overlooking a vast, empty crevasse. No path clearly proceeds above or
Scholar shares its secret with only one character. That character gains the following charm (a type of supernatural gift detailed in the Dungeon Master’s Guide). Eyes of the Impossible Supernatural
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Coast. He conceals flexible morals and a ready dagger behind his winning smile. Forge enjoys the finer things in life, particularly when they result from his own cleverness. Decades of heists and cons
haven’t slaked his thirst—in fact, his ambitions only grow grander with time. Forge Fitzwilliam Medium Humanoid, Neutral Evil
Armor Class 17 (Disarming Charm)
Hit Points 110 (20d8 + 20)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Coast. He conceals flexible morals and a ready dagger behind his winning smile. Forge enjoys the finer things in life, particularly when they result from his own cleverness. Decades of heists and cons
haven’t slaked his thirst—in fact, his ambitions only grow grander with time. Forge Fitzwilliam Medium Humanoid, Neutral Evil
Armor Class 17 (Disarming Charm)
Hit Points 110 (20d8 + 20)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Coast. He conceals flexible morals and a ready dagger behind his winning smile. Forge enjoys the finer things in life, particularly when they result from his own cleverness. Decades of heists and cons
haven’t slaked his thirst—in fact, his ambitions only grow grander with time. Forge Fitzwilliam Medium Humanoid, Neutral Evil
Armor Class 17 (Disarming Charm)
Hit Points 110 (20d8 + 20)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
eight schools of magic. The liquid isn’t poisonous or harmful, and it never runs dry as long as the goblet remains in the auditorium. A humanoid that drinks from the goblet gains a supernatural charm (see
“Supernatural Gifts” in the Dungeon Master’s Guide). Roll a d8 and consult the Magic Goblet Charms table to determine which charm is bestowed. Each charm grants its recipient the power to cast a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
eight schools of magic. The liquid isn’t poisonous or harmful, and it never runs dry as long as the goblet remains in the auditorium. A humanoid that drinks from the goblet gains a supernatural charm (see
“Supernatural Gifts” in the Dungeon Master’s Guide). Roll a d8 and consult the Magic Goblet Charms table to determine which charm is bestowed. Each charm grants its recipient the power to cast a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
eight schools of magic. The liquid isn’t poisonous or harmful, and it never runs dry as long as the goblet remains in the auditorium. A humanoid that drinks from the goblet gains a supernatural charm (see
“Supernatural Gifts” in the Dungeon Master’s Guide). Roll a d8 and consult the Magic Goblet Charms table to determine which charm is bestowed. Each charm grants its recipient the power to cast a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
following forms (roll a d4): 1, bat; 2, frog; 3, lizard; or 4, rat. This transformation lasts for 1 hour or until the creature drops to 0 hit points in its new form.
Shattered Shards. The witch
Charisma as the spellcasting ability (spell save DC 16):
At will: mage armor (self only), prestidigitation
2/day each: animal messenger, charm person, Tasha’s hideous laughter
1/day each: bestow curse, dispel magic
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
following forms (roll a d4): 1, bat; 2, frog; 3, lizard; or 4, rat. This transformation lasts for 1 hour or until the creature drops to 0 hit points in its new form.
Shattered Shards. The witch
Charisma as the spellcasting ability (spell save DC 16):
At will: mage armor (self only), prestidigitation
2/day each: animal messenger, charm person, Tasha’s hideous laughter
1/day each: bestow curse, dispel magic
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is
Spawn under the vampire’s control.
Bonus Actions
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
following forms (roll a d4): 1, bat; 2, frog; 3, lizard; or 4, rat. This transformation lasts for 1 hour or until the creature drops to 0 hit points in its new form.
Shattered Shards. The witch
Charisma as the spellcasting ability (spell save DC 16):
At will: mage armor (self only), prestidigitation
2/day each: animal messenger, charm person, Tasha’s hideous laughter
1/day each: bestow curse, dispel magic
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is
Spawn under the vampire’s control.
Bonus Actions
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the Ability Score Increase trait.
Devil’s Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When
of the Infernal Legacy trait.
Winged. Bat-like wings jut from your shoulder blades. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the Ability Score Increase trait.
Devil’s Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When
of the Infernal Legacy trait.
Winged. Bat-like wings jut from your shoulder blades. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the Ability Score Increase trait.
Devil’s Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When
of the Infernal Legacy trait.
Winged. Bat-like wings jut from your shoulder blades. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is
Spawn under the vampire’s control.
Bonus Actions
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Shapechanger trait allows her to become a rat instead of a bat) rests in the coffin. The Humanoid and rat tracks in the room to the north were both hers. She appears dead, feigning as much until the
shrieking in triumph, the Dragon Armies marching across the face of Ansalon, and a dark temple rising from broken ground. The character gains the charm Dragon Queen’s Will (a type of supernatural gift






