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Returning 35 results for 'before blocks down charmed reagents'.
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Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save
.
Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails
dies.
Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on
Monsters
Storm King's Thunder
surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15
charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one
Monsters
Divine Contention
, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8
around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Awakened Tree in “Creature Stat Blocks”. 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.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
nonmagical
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Abyssal but can’t speak
Challenge
vrocks (see the Monster Manual for these creatures’ stat blocks). Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek’toeck’s mouth, or the next closest unoccupied space.
Crokek’toeck
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in this chapter). Statistical Modifications for Drow NPCs When using the generic stat blocks in appendix B of the Monster Manual to represent drow NPCs, assume that the drow are neutral evil and speak
Elvish and Undercommon. Also give those NPCs the following additional features.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
)
Skills Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its action to
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60ft., passive Perception 13
Languages Common, Infernal
Challenge 5 (1,800 XP)
Special Equipment. Lynx’s
” section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
+7
Resistances 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
+7
Resistances 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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Living Spell Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1 (200 XP)
Amorphous. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Example Members The stat blocks in this chapter represent members from each level of membership. Aspirant of the Comet Aspirants aren’t yet initiated into the mysteries of the Heralds of the Comet
. The aspirant has advantage on saving throws against the charmed and frightened conditions.
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its action to polymorph
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Traits You can add traits to a creature’s stat block to communicate aspects of the creature’s nature. See the Creature Traits list for sample traits. You can also use traits from other stat blocks in
the same space. Fey Ancestry. The creature has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put it to sleep. Forbiddance. The creature can’t enter a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Rogue Stat Blocks This section offers four stat block options for the antagonist created when the Rogue card is drawn. Each is a legendary creature. These stat blocks can represent a new NPC that
particular tier of play. You can change the creature type and other features of these stat blocks to customize the antagonists for your campaign. For example, you could change the veiled presence’s
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Skills Insight +7, Nature +4, Perception +7
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Celestial
) piercing damage on a failed save or half as much damage on a successful one.
The wall of briars lasts until the start of the Forest Master’s next turn. The wall blocks line of sight and counts as
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Appendix B: Creatures This product uses stat blocks from the 2024 Player’s Handbook and the 2025 Monster Manual, presented below. Spells mentioned in these stat blocks appear in the Spells handout
damage.
Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the traits and actions of the previous form and gains those of the new form. The accompanying stat blocks detail both of the emissary’s forms.
Lesser Form A star spawn emissary’s lesser form allows
charmed, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 1,000 ft.
Challenge 19 (22,000 XP) Proficiency Bonus +6
Aberrant Rejuvenation. When the emissary
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Condition Immunities charmed, grappled
Senses darkvision 120 ft., passive Perception 26
Languages Common, Druidic, Elvish, Sylvan
Challenge 18 (20,000 XP)
Innate Spellcasting. Trostani’s
, causing them to uproot themselves and become awakened trees (see the Monster Manual for their stat blocks) for 1 minute or until Trostani uses a bonus action to end the effect. These trees understand
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
hag) are found in great profusion. Beasts that have an Intelligence score of 2 or lower are charmed by the hag and directed to be aggressive toward intruders in the area. Strange carved figurines
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC
, fire
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Common, Druidic, Elvish, Sylvan
Challenge 12 (8,400
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
sidekicks. See the “Scaly Eye Members” sidebar for more information. B5. Bronze Gate Entrance A bronze gate locked from the inside with a heavy bar blocks this entrance tunnel. A creature inside the Bronze
enchantment magic. A creature that is not a metallic dragon that touches the stairs must succeed on a DC 15 Charisma saving throw or be charmed for 1 hour. While charmed in this way, the creature feels
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sample Ships This section provides stat blocks, deck plans, and other details for some of the most common ships. SIEGE WEAPONS
Some ships are armed with siege weapons, the descriptions of which are
)
STR
24 (+7)
DEX
4 (-3)
CON
20 (+5)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. A four-foot-high wall made of bubblegum bricks blocks off an opening to the south.
Natural light fills this courtyard. Scaling the low wall is easy but costs an extra 5 feet of movement. Three candy
, is a Gold Dragon Wyrmling that knows Common and Dwarvish. When she came upon the cottage, Uncle Nibblecheek tricked her into eating a magic pastry that makes her obedient; Briochebane has the Charmed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, revealing several piles of stone blocks on the floor.
A contact stone is located in the eastern corner of the room.
Glowing Archways. Any creature that steps through one of the four archways that open
stone blocks are difficult terrain. Copper Panels. If a creature touches a copper panel, the creature takes 2 (1d4) lightning damage, and the archway stones flash. Until the end of the creature’s next
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world. Immortal Nature. An overlord doesn’t require air, food, drink or sleep. It also
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses truesight 120 ft
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
normal person possessed by a quori (see the quori stat blocks in Eberron: Rising from the Last War) uses their normal stat block. The two agents presented here are Inspired agents of the Dark who wield
Cha 17 +3 +7
Skills Deception +7, Insight +8, Perception +8, Stealth +8
Resistances Psychic
Immunities Charmed, Frightened
Senses Truesight 30 ft.; Passive Perception 18
Languages
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
longer immune to being charmed. Augmentation Chambers The magic of these chambers allows Thayans to bestow glimmers of intelligence into living oozes, making them obedient and more capable combatants
transmuter and three Thayan apprentices sleep here (see appendix B for both stat blocks). When roused, they tip the cots over and cast their spells from behind cover. They try to force or draw the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
trap described below). Sated stirges flap off to digest their meal down in area 15a of the Glitterhame. The iron gate blocks entry from area 8 (see it for more information). The stairs in the rift lead
DC 15 Intelligence check after the character finishes a long rest. On a successful check, the character salvages 1d4 flasks of alchemist’s fire. On a failed check, the reagents are mixed improperly
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
obstruction. The small chamber to the north is a supply closet. It contains some spoiled reagents on high shelves. It also holds a scattering of empty bottles that once held spoiled reagents, but which the
charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 17
Languages Common, Deep Speech, Undercommon, telepathy 120 ft.
Challenge 10 (5,900 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here. After finishing a long rest, Auril regains any of her forms that were destroyed, provided at
cold, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses darkvision 120 ft., truesight 120 ft., passive Perception 26
Languages all
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Monster Stat Blocks Aboleth
Large aberration, lawful evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.
STR
21(+5)
DEX
9(−1)
CON
DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s






