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Returning 35 results for 'becoming beasts diffusing charm rin'.
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Monsters
Monster Manual
Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared
a language.Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster.
Vine Lash. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
following magical effects is possible for travelers to encounter in the vicinity:
Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical
Dryad
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours.Multiattack. The giant makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +10
Monsters
Waterdeep: Dragon Heist
hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Art Imitates Life (3/Day). Kalain touches one of her
paintings and causes its subject to spring forth, becoming a creature of that kind provided its CR is 3 or lower. The creature appears in an unoccupied space within 5 feet of the painting, which becomes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person
ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
spells, requiring no material components:
At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
3/day each: counterspell, darkness, dominate person, sanctuary
body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the
the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
Monsters
Curse of Strahd
imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm
. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the
, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
Monsters
Tyranny of Dragons
points and becoming active again. The new body appears within 5 feet of Diderius’s heart.
Spellcasting. Diderius is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell
, 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
Backgrounds
Guildmasters’ Guide to Ravnica
are added to all of them.)
Selesnya Guild Spells
Spell Level
Spells
Cantrip
druidcraft, friends
1st
aid, animal friendship, charm person
2nd
animal
finally know peace. (Any)
Bonds
d6
Bond
1
I would give my life in the defense of the small enclave where I first encountered Mat’Selesnya.
2
I love beasts and
Monsters
Waterdeep: Dungeon of the Mad Mage
the following night as a vampire spawn under Zorak's control.
Charm. Zorak targets one humanoid he can see within 30 feet of him. If the target can see Zorak, the target must succeed on a DC 17 Wisdom
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
Monsters
Sleeping Dragon’s Wake
, mending
1st level (4 slots): charm person, detect magic, expeditious retreat, sleep
2nd level (3 slots): darkness, invisibility,suggestion
3rd level (3 slots): dispel magic, protection from energy
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral
Monsters
Waterdeep: Dungeon of the Mad Mage
the ground rises the following night as a vampire spawn under Keresta's control.
Charm. Keresta targets one humanoid it can see within 30 feet of it. If the target can see Keresta, the target must
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
Celestials Ki-rin
Dragons Guard drake
Elementals Flail snail
Fey Annis hag
Bheur hag
Boggle
Darkling
Darkling elder
Korred
Meenlock
Quickling
Redcap
Yeth hound
Fiends Babau
Monsters
Curse of Strahd
vampire spawn under Strahd’s control.
Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
Celestials Ki-rin
Dragons Guard drake
Elementals Flail snail
Fey Annis hag
Bheur hag
Boggle
Darkling
Darkling elder
Korred
Meenlock
Quickling
Redcap
Yeth hound
Fiends Babau
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
Celestials Ki-rin
Dragons Guard drake
Elementals Flail snail
Fey Annis hag
Bheur hag
Boggle
Darkling
Darkling elder
Korred
Meenlock
Quickling
Redcap
Yeth hound
Fiends Babau
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
immune to the dryad’s Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
immune to the dryad’s Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
immune to the dryad’s Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time
, the collected things accrete to their bodies, becoming encased in stone. Stone Giant Dreamwalker
Huge Giant, Typically Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 161 (14d12 + 70
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time
, the collected things accrete to their bodies, becoming encased in stone. Stone Giant Dreamwalker
Huge Giant, Typically Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 161 (14d12 + 70
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time
, the collected things accrete to their bodies, becoming encased in stone. Stone Giant Dreamwalker
Huge Giant, Typically Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 161 (14d12 + 70
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Perception) score of 14 or higher notice that different animal designs decorate each of the statues. Bronze Gate. Magic seals this bronze double door. It opens only if the ki-rin symbol on one of the
different animals on their armor and that these designs are rendered in a style similar to the ki-rin symbol on the doors. A character who takes an action to further scrutinize these designs or looks for a ki
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Perception) score of 14 or higher notice that different animal designs decorate each of the statues. Bronze Gate. Magic seals this bronze double door. It opens only if the ki-rin symbol on one of the
different animals on their armor and that these designs are rendered in a style similar to the ki-rin symbol on the doors. A character who takes an action to further scrutinize these designs or looks for a ki
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Perception) score of 14 or higher notice that different animal designs decorate each of the statues. Bronze Gate. Magic seals this bronze double door. It opens only if the ki-rin symbol on one of the
different animals on their armor and that these designs are rendered in a style similar to the ki-rin symbol on the doors. A character who takes an action to further scrutinize these designs or looks for a ki
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
this way, even monsters that can’t be bribed or coerced can be useful to a beholder, making its lair a confusing zoo of hostile beasts. Although each use of the charm effect lasts only an hour
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->Volo's Guide to Monsters
this way, even monsters that can’t be bribed or coerced can be useful to a beholder, making its lair a confusing zoo of hostile beasts. Although each use of the charm effect lasts only an hour
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->Volo's Guide to Monsters
this way, even monsters that can’t be bribed or coerced can be useful to a beholder, making its lair a confusing zoo of hostile beasts. Although each use of the charm effect lasts only an hour
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






