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Returning 35 results for 'been battered diffusing charm restrained'.
Monsters
Monster Manual
":"roll", "rollAction":"Eye rays"}; reroll if the death tyrant has already used that ray during this turn):
Charm Ray. Wisdom Saving Throw: DC 17. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType
":"damage", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.
Paralyzing Ray
Monsters
Monster Manual
", "rollAction":"Eye Rays"}; reroll if the beholder has already used that ray during this turn):
1: Charm Ray. Wisdom Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only. 2: Paralyzing Ray. Constitution
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
Phandelver and Below: The Shattered Obelisk
":"bludgeoning"} bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed
following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 8):
At will: minor illusion
1/day: charm person (already cast)LightningCold, Fire
Monsters
Locathah Rising
(at will): frostbite, mending, resistance, shape water, thunderclap*
1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave2nd level (3 slots): darkvision, hold person
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
Monsters
Tales from the Yawning Portal
rays at random;{"diceNotation":"1d8","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray. The targeted creature
must succeed on a DC 14 Strength saving throw or Thaxalia moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of Thaxalia’s next turn or
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
If
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature
on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of the tyrant’s next turn or
Monsters
Guildmasters’ Guide to Ravnica
: message
3/day each: charm person, hold person, mirror image, sleep
1/day each: gaseous form, major image
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus
grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 7 (2d6
Warlock
Legacy
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Classes
Basic Rules (2014)
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to
life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 10 (3d6
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
Vampire
Legacy
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Monsters
Basic Rules (2014)
":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction
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
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 10 (3d6);{"diceNotation
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
Monsters
Out of the Abyss
magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the
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
all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lord’s Lair
A mummy lord watches
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames
spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of
Monsters
Waterdeep: Dungeon of the Mad Mage
, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a serpentine dragon—like the mythical Dragon of Heavenly Blessings—soaring through the clouds. All the characters, whether they saw this omen or not, gain the following charm (a type of supernatural
gift detailed in the Dungeon Master’s Guide). Way of the Dragon. You are as elusive and free as the Dragon of Heavenly Blessings. This charm has 6 charges. As an action, you can expend 1 charge and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a serpentine dragon—like the mythical Dragon of Heavenly Blessings—soaring through the clouds. All the characters, whether they saw this omen or not, gain the following charm (a type of supernatural
gift detailed in the Dungeon Master’s Guide). Way of the Dragon. You are as elusive and free as the Dragon of Heavenly Blessings. This charm has 6 charges. As an action, you can expend 1 charge and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a serpentine dragon—like the mythical Dragon of Heavenly Blessings—soaring through the clouds. All the characters, whether they saw this omen or not, gain the following charm (a type of supernatural
gift detailed in the Dungeon Master’s Guide). Way of the Dragon. You are as elusive and free as the Dragon of Heavenly Blessings. This charm has 6 charges. As an action, you can expend 1 charge and
Monsters
Waterdeep: Dungeon of the Mad Mage
, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 10 (3d6);{"diceNotation":"3d6
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
Monsters
Curse of Strahd
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 Strahd, incapacitated, or restrained. Hit: 7
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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Floral Assault The assassin vines growing near area 15 can be moved elsewhere in their pots, as long as their murderous nature is temporarily quelled. The charm of plant command found in area 11 can
be battered down (AC 15, 30 hit points, immunity to poison and psychic damage). This fact helps slow the undead, since they are forced to fight their way through doors. Rigging the Roof The aging slate
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Floral Assault The assassin vines growing near area 15 can be moved elsewhere in their pots, as long as their murderous nature is temporarily quelled. The charm of plant command found in area 11 can
be battered down (AC 15, 30 hit points, immunity to poison and psychic damage). This fact helps slow the undead, since they are forced to fight their way through doors. Rigging the Roof The aging slate
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Floral Assault The assassin vines growing near area 15 can be moved elsewhere in their pots, as long as their murderous nature is temporarily quelled. The charm of plant command found in area 11 can
be battered down (AC 15, 30 hit points, immunity to poison and psychic damage). This fact helps slow the undead, since they are forced to fight their way through doors. Rigging the Roof The aging slate
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, waiting for their foes to near, then trap their victims within their massive bodies. Those inside a revenant might be battered by animate furnishings or more unsettling manifestations of the revenant’s
, Psychic
Immunities Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Truesight 60 ft.; Passive Perception 14
Languages
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, waiting for their foes to near, then trap their victims within their massive bodies. Those inside a revenant might be battered by animate furnishings or more unsettling manifestations of the revenant’s
, Psychic
Immunities Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Truesight 60 ft.; Passive Perception 14
Languages
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, waiting for their foes to near, then trap their victims within their massive bodies. Those inside a revenant might be battered by animate furnishings or more unsettling manifestations of the revenant’s
, Psychic
Immunities Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Truesight 60 ft.; Passive Perception 14
Languages
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural light into the hall. Eight sturdy but battered wooden tables covered with globs of grease, gnawed bones, empty casks, and scraps of food stand near the north and south walls, while empty ale
restrained and unable to speak, and it has total cover. When Guh drops to 0 hit points, Snerk is no longer restrained and tumbles into an unoccupied space next to her, gasping for air. He isn’t one of the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lightly Obscured.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or have the Restrained condition until it breaks
free or the webs are destroyed.
As an action, a creature Restrained by the webs can make a DC 12 Strength (Athletics) check. If it succeeds, it is no longer Restrained.
The webs are flammable and






