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Returning 35 results for 'before broken duplicate charmed remains'.
Spells
Player’s Handbook
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you
choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after
Monsters
Forgotten Realms: Adventures in Faerûn
(4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction":"Bewildering Bolt", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the end of its next
damage and the target has the Charmed condition for 1 minute or until Zlan dies. While Charmed, the target doesn’t act as an ally to any creature. Success: Half damage only. Failure or Success: Zlan
Monsters
Forgotten Realms: Adventures in Faerûn
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
(Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Intelligence as the spellcasting ability:
At will: speak with dead
1/day: plane shift (self only)Berbalangs creep across the petrified remains of dead gods adrift on the
spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where
Cloaker
Legacy
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Monsters
Basic Rules (2014)
an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine
Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the cloaker remains
Clone
Legacy
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Spells
Basic Rules (2014)
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell’s casting and grows to full size and maturity after
120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the
Berbalang
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Spectral Duplicate (Recharges after a Short or Long Rest). As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the
duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang
Roper
Legacy
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Monsters
Basic Rules (2014)
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time
. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings
Duergar
Legacy
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Monsters
Basic Rules (2014)
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour
Demogorgon
Legacy
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Monsters
Out of the Abyss
. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this
following effects; Demogorgon can’t use the same effect two rounds in a row:
Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20
Galeb Duhr
Legacy
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Monsters
Monster Manual (2014)
False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then
duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can’t be charmed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t need to concentrate on the spell.
5–6: Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses
initiative count 20 of the next round.
Illusory Duplicate. Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn
Monsters
Out of the Abyss
animals, thunderwave
2nd level (3 slots): animal messenger, barkskin
Fey Ancestry. Sladis has advantage on saving throws against being charmed, and magic can't put him to sleep.Quarterstaff. Melee Weapon
","rollDamageType":"bludgeoning"} bludgeoning damage with shillelagh.Sladis Vadir has always felt a strange attraction to the Underdark, but the demonic incursion has broken his sanity. He kills and eats other humanoids he encounters or, as he calls it, “culls the herd to maintain the natural order.”
Monsters
Baldur’s Gate: Descent into Avernus
Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress's most loyal servant in
Elturel. He sees his cause as a noble one — fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands.Necrotic, PoisonBludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Duergar Kavalrachni
Legacy
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Monsters
Out of the Abyss
. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage
until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Monsters
Waterdeep: Dungeon of the Mad Mage
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Enlarge
concentration is broken (as if concentrating on a spell).Multiattack. The Huge Gray Ooze can make two attacks with its pseudopods.
Pseudopod. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to
Feats
The Book of Many Things
cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as
casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
Duergar Mind Master
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity While in sunlight, the
":"1d6","rollType":"recharge","rollAction":"Invisibility"}. The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken
Monsters
Waterdeep: Dungeon of the Mad Mage
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Deformed. It has advantage on Wisdom (Perception) checks, and on saving throws against being charmed
Duergar Stone Guard
Legacy
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Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Phalanx Formation. The duergar has advantage on
). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Monsters
Princes of the Apocalypse
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time
. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings
Ultroloth (summoner variant)
Legacy
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Monsters
Monster Manual (2014)
see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth’s next turn
. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to the ultroloth’s gaze for the next 24 hours.
Teleport. The ultroloth magically teleports
Monsters
Tomb of Annihilation
False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.
Regeneration. The creeper regains 10 hit points at the start of its turn. If the
humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close
Duergar Xarrorn
Legacy
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Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Drow Mage
Legacy
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Monsters
Monster Manual (2014)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is
;t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). The darkhaft's
concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Monsters
Tales from the Yawning Portal
kelpie returns to its true form if it takes a bonus action to do so or if it dies.
False Appearance. While the kelpie remains motionless in its true form, it is indistinguishable from normal
Hypnosis. The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). The Keeper of
spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Duergar Soulblade
Legacy
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Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Create Soulblade. As a bonus action, the duergar
duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar
Monsters
Out of the Abyss
Brave. Horgar has advantage on saving throws against being frightened.
Resistance. Horgar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or
concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Parry. Horgar adds 2 to his AC against one melee attack that would hit him. To do so, Horgar must see the attacker and be wielding a melee weapon.
Duergar Warlord
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Scouring Instruction. When an ally
Monsters
Tales from the Yawning Portal
, and illusions, as well as to resist being charmed or paralyzed.
Sneak Attack. Once per turn, the spy can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Sneak Attack"} damage
Short or Long Rest). The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it.
Poison
Monsters
Tales from the Yawning Portal
Duergar Resilience. Snurrevin has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, Snurrevin
broken, up to 1 hour (as if concentrating on a spell). Any equipment Snurrevin wears or carries is invisible with him.Poison






