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Returning 35 results for 'bat border diffusing charmed resting'.
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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.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and 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
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
Monsters
Lorwyn: First Light
Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots
Monsters
Lorwyn: First Light
. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to ensure their respites go
Monsters
Astarion's Book of Hungers
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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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
throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of
Vampire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of
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
to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious
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
can choose to succeed instead.
Misty Escape. When she drops to 0 hit points outside her resting place, Keresta transforms into a cloud of mist (as in the Shapechanger trait) instead of falling
Monsters
Tales from the Yawning Portal
needing to make an ability check.
Shapechanger. If Tloques-Popolocas isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat, or back into its true form.
While in bat
heart while it is incapacitated in his resting place.
Sunlight Hypersensitivity. Tloques-Popolocas takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on
Monsters
Curse of Strahd
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6);{"diceNotation":"1d6","rollType
, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but
Ghost
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet
, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession
Monsters
Curse of Strahd
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6);{"diceNotation":"1d6","rollType
, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but
Monsters
Storm King's Thunder
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal
alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
Monsters
Divine Contention
.
Etherealness. Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be
, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics
Monsters
Dragonlance: Shadow of the Dragon Queen
the Material Plane while she is in the Border Ethereal, and vice versa, yet she can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60
, Wisdom, Charisma, and immunity to being charmed and frightened. She otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class
Monsters
Spelljammer: Adventures in Space
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts
avoid or overcome a perilous obstacle or accomplish a difficult task. A starlight apparition comes into being when the soul of a deceased individual, from its resting place in the afterlife, projects a
Monsters
Spelljammer: Adventures in Space
Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage
alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
Monsters
Vecna: Eve of Ruin
succeed on a DC 17 Wisdom saving throw or have the charmed condition. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s
Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one creature that has the charmed or grappled condition. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4
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
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts
Monsters
The Wild Beyond the Witchlight
Fey Ancestry. The Selenelion twins, Gleam and Glister, have advantage on saving throws against being charmed, and magic can’t put them to sleep.
Regeneration. A Selenelion twin regains 5 hit
);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Moon Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1
Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Charmed by the vampire.
Shape-Shift. If the vampire isn’t in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly
in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Charmed by the vampire.
Shape-Shift. If the vampire isn’t in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly
in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Charmed by the vampire.
Shape-Shift. If the vampire isn’t in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly
in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3 (XP 700; PB +2
). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3 (XP 700; PB +2
). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3 (XP 700; PB +2
). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dozen empty bedrolls lie on the dusty floor.
Frescoes. Faded frescoes cover the walls, depicting villagers and farmers being terrorized by a giant bat.
7b. Crypt This area contains a cobweb-draped
wooden coffin resting on a 2-foot-high block of gray stone. The coffin is intact and has an obvious 1-inch-diameter hole bored into its foot panel. The coffin’s lid is unlocked. A thin layer of grave
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
, creatures corresponding to the image above the lock (1d4 giant bats, 1d4 giant poisonous snakes, 1d4 giant wolf spiders, or 1d4 wolves) are summoned into the room. Each summoned creature is hostile and disappears after 10 minutes or when reduced to 0 hit points. These beasts can’t be charmed or frightened.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
, creatures corresponding to the image above the lock (1d4 giant bats, 1d4 giant poisonous snakes, 1d4 giant wolf spiders, or 1d4 wolves) are summoned into the room. Each summoned creature is hostile and disappears after 10 minutes or when reduced to 0 hit points. These beasts can’t be charmed or frightened.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dozen empty bedrolls lie on the dusty floor.
Frescoes. Faded frescoes cover the walls, depicting villagers and farmers being terrorized by a giant bat.
7b. Crypt This area contains a cobweb-draped
wooden coffin resting on a 2-foot-high block of gray stone. The coffin is intact and has an obvious 1-inch-diameter hole bored into its foot panel. The coffin’s lid is unlocked. A thin layer of grave
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
, creatures corresponding to the image above the lock (1d4 giant bats, 1d4 giant poisonous snakes, 1d4 giant wolf spiders, or 1d4 wolves) are summoned into the room. Each summoned creature is hostile and disappears after 10 minutes or when reduced to 0 hit points. These beasts can’t be charmed or frightened.






