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Returning 35 results for 'beast block diffusing charmed requiring'.
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Spells
Player’s Handbook
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target
, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
Monsters
Monster Manual
Incubus Form. When the succubus finishes a Long Rest, it can shape-shifting;shape-shift into an Incubus, using that stat block instead of this one.Multiattack. The succubus makes one Fiendish Touch
);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Fiendish Touch", "rollDamageType":"Psychic"} Psychic damage.
Charm. The succubus casts Dominate Person (level 8 version), requiring no spell
Spells
Player’s Handbook
statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Forager (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw
following effect:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.
Magic Resistance. The
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
Monsters
Monster Manual
block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30
-foot Emanation originating from the animal lord. Failure: The target suffers one of the following effects:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn
Monsters
Monster Manual
it has the Restrained condition until the grapple ends.
Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell
save DC 15):
At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Monsters
Monster Manual
Succubus Form. When the incubus finishes a Long Rest, it can shape-shifting;shape-shift into a Succubus, using that stat block instead of this one. Any equipment it’s wearing or carrying isn
incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests.
Spellcasting. The incubus casts one of the following spells, requiring no Material components and using
Monsters
Monster Manual
choice of (A) the Charmed condition until the start of the githzerai’s next turn or (B) the Prone condition, provided the target is a Large or smaller creature.
Spellcasting. The githzerai casts one
of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Mage Hand (the hand is Invisible) 1/Day Each: Plane Shift, See
Monsters
Monster Manual
(4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Holy Mace", "rollDamageType":"Radiant"} Radiant damage.
Spellcasting. The deva casts one of the following spells, requiring no Material
components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
Spells
Player’s Handbook
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
Spells
Player’s Handbook
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a
statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.
The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
Spells
Player’s Handbook
for the spell’s level in the stat block.
Bestial Spirit
Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Monsters
Monster Manual
", "rollDamageType":"Radiant"} Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn.
Spellcasting. The pixie casts
one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Dancing Lights, Druidcraft, Invisibility (self only) 1/Day Each
Monsters
Monster Manual
. Failure: 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Majestic Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed or Frightened condition
(performer’s choice) until the end of the performer’s next turn. Success: Half damage only.
Spellcasting. The performer casts one of the following spells, requiring no Material components
Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Monsters
Monster Manual
", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn
.
Spellcasting. The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Dancing Lights, Druidcraft, Invisibility (self only) 1/Day Each: Detect Thoughts, Fly, Sleep
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
spell’s level in the stat block.
Draconic Spirit
Large Dragon, Neutral
AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
Speed 30 ft., Fly 60 ft., Swim 30 ft
Monsters
Monster Manual
. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can
see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target’s emotions and alignment.
Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Beguiling Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the end of the performer’s next turn. Success: Half
damage only.
Spellcasting. The performer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Minor Illusion, Prestidigitation 1/Day: Tasha's Hideous Laughter (level 3 version)
Monsters
Monster Manual
":"3d6+3", "rollType":"damage", "rollAction":"Serpentine Gaze", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the start of the naga’s next turn
.
Spellcasting. The naga casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand, Thaumaturgy 1/Day Each: Command, Detect Thoughts, Lightning BoltPoison
Monsters
Monster Manual
5 ft. or range 60 ft. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Beguiling Strike", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed
condition until the start of the noble’s next turn.
Spellcasting. The noble casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell
Monsters
Monster Manual
straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Hunter (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn.
Spellcasting. The animal lord casts one of the following spells, requiring
Monsters
Monster Manual
", "rollAction":"Chaos Claw"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
Monsters
Monster Manual
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Detect
Monsters
Monster Manual
, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
Monsters
Monster Manual
dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Minor Illusion, Scorching Ray (level
3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1
Monsters
Monster Manual
":"roll", "rollAction":"Chaos Blade"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
Monsters
Monster Manual
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Spellcasting"} to hit
with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit
Monsters
Monster Manual
straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each






