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Returning 35 results for 'before black divinity charm returner'.
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Monsters
Eberron: Rising from the Last War
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the
saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.
Innate Spellcasting. The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant
magic-items
. The magic in these foci can poison foes with infectious spores or generate obscuring thick black clouds to allow their wielders to flee dangerous situations.
This focus has 10 charges and regains 1d6
spellcasting ability: calm emotions (2 charges), charm person (1 charge), enrage (3 charges), and mortiferous pulse (2 charges).
You can also cast the spore cloud and smokescreen cantrips from the focus without using any charges.
magic-items
. The magic in these foci can poison foes with infectious spores or generate obscuring thick black clouds to allow their wielders to flee dangerous situations.
This focus has 7 charges and regains 1d4
spellcasting ability: calm emotions (2 charges) and charm person (1 charge).
You can also cast the spore cloud and smokescreen cantrips from the focus without using any charges.
magic-items
. The magic in these foci can poison foes with infectious spores or generate obscuring thick black clouds to allow their wielders to flee dangerous situations.
This focus has 10 charges and regains 1d6
spellcasting ability: calm emotions (2 charges), charm person (1 charge), enrage (3 charges), and mortiferous pulse (2 charges).
You can also cast the spore cloud and smokescreen cantrips from the focus without using any charges.
Monsters
Tales from the Yawning Portal
spells prepared:
Cantrips (at will): acid splash, friends, mage hand, poison spray
1st level (4 slots): charm person, detect magic, magic missile, ray of sickness
2nd level (3 slots): detect thoughts
, Melf's acid arrow, suggestion
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): confusion, Evard's black tentacles
5th level (1 slot): cloudkill
Spider Climb. The Ooze Master can
magic-items
. The magic in these foci can poison foes with infectious spores or generate obscuring thick black clouds to allow their wielders to flee dangerous situations.
This focus has 7 charges and regains 1d4
spellcasting ability: calm emotions (2 charges) and charm person (1 charge).
You can also cast the spore cloud and smokescreen cantrips from the focus without using any charges.
Rare variant
magic-items
. The magic in these foci can poison foes with infectious spores or generate obscuring thick black clouds to allow their wielders to flee dangerous situations.
This focus has 10 charges and regains 1d6
spellcasting ability: calm emotions (2 charges), charm person (1 charge), enrage (3 charges), and mortiferous pulse (2 charges).
You can also cast the spore cloud and smokescreen cantrips from the focus without using any charges.
magic-items
. The magic in these foci can poison foes with infectious spores or generate obscuring thick black clouds to allow their wielders to flee dangerous situations.
This focus has 7 charges and regains 1d4
spellcasting ability: calm emotions (2 charges) and charm person (1 charge).
You can also cast the spore cloud and smokescreen cantrips from the focus without using any charges.
magic-items
. The magic in these foci can poison foes with infectious spores or generate obscuring thick black clouds to allow their wielders to flee dangerous situations.
This focus has 7 charges and regains 1d4
spellcasting ability: calm emotions (2 charges) and charm person (1 charge).
You can also cast the spore cloud and smokescreen cantrips from the focus without using any charges.
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
draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat’s five dragon heads: black, blue, green, red, and white.
Tiamat deploys
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
heads: black, blue, green, red, and white.
Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as
Monsters
Waterdeep: Dragon Heist
Gralhund. Urstul is a glorified thug with all the charm and breeding of a snake, but the Gralhunds tolerate him because he feeds them useful information culled from his spies throughout the city. Urstul
large, heavyset man in his forties. He storms about House Gralhund like he owns the place. He has a collection of black flying snake;flying snakes that he uses as couriers to deliver messages to underlings throughout the city.Poison
Monsters
The Book of Many Things
. Hulgaz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Charm Person
2/day each: Dispel Magic, Fog Cloud
regains spent legendary actions at the start of her turn.
Attack. Hulgaz makes one Claw attack.
Charm. Hulgaz uses Spellcasting to cast Charm Person.
Curdle Heart (Costs 2 Actions). Hulgaz sours
races
Sword Coast Adventurer's Guide
“But you do see the way people look at you, devil’s child.”
Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice
around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil
monsters
":"Sorcery Points"} to hit with spell attacks):
At will: charm person, chill touch, corrupting ichor*, mage hand, mending
3/day each: shield, mirror image
2/day each: hasteᶜ, mortiferous pulse*
1
the turn of the guardian with the highest initiative.
Smokescreen. The sporeslinger shakes its staff, creating a 5-foot-diameter sphere of black smoke centred on it that heavily obscured;heavily
monsters
", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: charm person, chill touch, mage hand, mending, mirror image, mortiferous pulse*
3/day each: hasteᶜ, hypnotic patternᶜ, shield
2/day each
black smoke centred on it that heavily obscured;heavily obscures the area. It then moves up to its speed.
Rage Spores (Costs 2 Actions). The sporeslinger blows a plume of spores in a 30-foot cone. Each
monsters
Rays", "rollDamageType":"null"}; reroll if Xanathar 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
monsters
":"Spellcasting"} to hit with spell attacks):
At will: chill touch, mage hand, mending, poison spray 2/day each: charm person, corrupting ichor*, mortiferous pulse*, shield
*See Appendix B of of
.
Smokescreen. The sporeslinger shakes its staff, creating a 5-foot-diameter sphere of black smoke centred on it that heavily obscured;heavily obscures the area. It then moves up to its speed.
Rage
Monsters
Princes of the Apocalypse
in the black depths of vast seas or enthroned among jagged reefs. Olhydra waits for the chance to enter the Material Plane through elemental water nodes or when called by the proper rituals. Whether
on saving throws against charm and fear effects.
Natural springs and pools within 1 mile of the lair form intermittent portals to the Elemental Plane of Water, allowing elemental creatures into the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spells
1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory Blessing of the Trickster
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spells
1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory Blessing of the Trickster
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Animal Handling, Nature, or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with heavy armor. Channel Divinity: Charm Animals and Plants Starting at 2nd level, you can use your
Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spells
1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory Blessing of the Trickster
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
blankets of slime punctuate the floor of this unfinished chamber. The walls, riddled with oozing cracks, bear murals of humanoids in mourning. Rusty mining tools lie strewn about.
A black pudding
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
blankets of slime punctuate the floor of this unfinished chamber. The walls, riddled with oozing cracks, bear murals of humanoids in mourning. Rusty mining tools lie strewn about.
A black pudding
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
blankets of slime punctuate the floor of this unfinished chamber. The walls, riddled with oozing cracks, bear murals of humanoids in mourning. Rusty mining tools lie strewn about.
A black pudding
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
charms in “Other Rewards,” chapter 7 of the Dungeon Master’s Guide. Black Key. The recipient gains a charm of nine lives. When you drop to 0 hit points as a result of taking damage, you can choose to drop
key 00 Black crystal key Sarcophagus Any character who examines the sarcophagus notices a tiny keyhole carved into its lid. The keyhole does not penetrate to the interior of the sarcophagus, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
charms in “Other Rewards,” chapter 7 of the Dungeon Master’s Guide. Black Key. The recipient gains a charm of nine lives. When you drop to 0 hit points as a result of taking damage, you can choose to drop
key 00 Black crystal key Sarcophagus Any character who examines the sarcophagus notices a tiny keyhole carved into its lid. The keyhole does not penetrate to the interior of the sarcophagus, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
charms in “Other Rewards,” chapter 7 of the Dungeon Master’s Guide. Black Key. The recipient gains a charm of nine lives. When you drop to 0 hit points as a result of taking damage, you can choose to drop
key 00 Black crystal key Sarcophagus Any character who examines the sarcophagus notices a tiny keyhole carved into its lid. The keyhole does not penetrate to the interior of the sarcophagus, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Senses darkvision 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant
saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol’s Aura of False Divinity for 24
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Senses darkvision 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant
saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol’s Aura of False Divinity for 24
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Senses darkvision 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant
saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol’s Aura of False Divinity for 24
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Urstul Floxin Urstul Floxin works for Manshoon, and he is the highest-ranking member of the Zhentarim squad stationed at House Gralhund. Urstul is a glorified thug with all the charm and breeding of
place. He has a collection of black flying snakes that he uses as couriers to deliver messages to underlings throughout the city. Game Statistics Urstul Floxin is an Illuskan human assassin, with these changes: Urstul is lawful evil. He speaks Common and Orc and knows thieves’ cant.