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Returning 35 results for 'being barrier diffusing charmed refuse'.
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Monsters
The Wild Beyond the Witchlight
Brave. Alagarthas has advantage on saving throws against being frightened.
Fey Ancestry. Alagarthas has advantage on saving throws against being charmed, and magic can’t put him to
his home in the Misty Forest and deal with the threat of an evil green dragon that nests there.
Alignment. Chaotic good.
Personality Trait. “I am an elf, and time is on my side. I refuse to
Monsters
Icewind Dale: Rime of the Frostmaiden
Duergar Resilience. Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). Grandolpha's
Grandolpha Muzgardt for many years. He asked Grandolpha to his fortress to give her a gift—a pseudodragon made of chardalyn (a pseudo-pseudodragon, if you will)—and make her an offer she can't refuse. Once
Monsters
Infernal Machine Rebuild
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the
or until the ettin is no longer within line of sight.
Hypnotic Gaze. The target is charmed by the ettin until the start of the ettin’s next turn. The ettin chooses how the charmed target uses
Monsters
Planescape: Adventures in the Multiverse
has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Drow Matron Mother
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
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 Charisma (spell save
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
on a DC 20 Wisdom saving throw or be charmed for 24 hours. While charmed in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave. A braxat projects an invisible psychic barrier around itself that enhances its natural armor
)
Damage Immunities acid, psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 11
Languages Common, Giant
Challenge 9 (5,000 XP) Proficiency Bonus +4
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
encounters while passing through the forest. If the characters refuse, the elves offer no further assistance and disappear into the woods. The elves use the scout statistics, with the following changes
phenomena. They have advantage on saving throws against being charmed, and magic can’t put them to sleep. They have darkvision out to a range of 60 feet. They speak Common and Elvish. Sea. If this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
imposing wall. Hulking sentries mind the barrier and oversee an open gate into town. As you near the gate-town, your mimir chimes, and its eye sockets flicker like a dying candle flame.
Two
successful DC 14 Charisma (Intimidation or Persuasion) check. CoupleOfKooks “We’re the refuse of the Outlands, the debris of shattered dreams, the waste of every failed vengeance. We’re the scum of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 16
material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, including their creators. Flesh golems appear in varied forms. Roll on or choose a result from the Flesh Golem Characteristics table to inspire a flesh golem’s features. The barrier between the mortal
−1
Con 18 +4 +4
Ability Score Mod Save
Int 6 −2 −2
Wis 10 +0 +0
Cha 5 −3 −3
Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
)
Saving Throws Int +5, Wis +3, Cha +6
Skills Perception +3
Condition Immunities charmed
Senses truesight 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 6 (2,300 XP
: dimension door, disguise self, sending
Reactions
Magic Shield (3/Day). When the draconian is hit by an attack roll, it can create an invisible barrier of magical force around itself, granting it a +5 bonus to its AC against that attack and potentially causing the attack to miss.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
Angelic Weapons. The
, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Tempest Spirit A storm giant can escape death through a mystical ritual that transforms the giant into a semiconscious storm. However, if the giant performs the ritual in a place where the barrier
Arcana +8, Perception +9
Damage Resistances cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, thunder
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
posit that these enigmatic yugoloths were created by a primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Legendary
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
INT
17(+3)
WIS
21(+5)
CHA
22(+6)
Saving Throws Con +9, Wis +11, Cha +12
Skills Insight +11, Perception +11, Religion +9, Stealth +10
Condition Immunities charmed
charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
against being charmed, and magic can’t put her to sleep. She can cast the dancing lights cantrip at will. She owns a hat of disguise, which she uses to appear as a female drow while in the company of
release her prisoner. If the characters refuse to turn back, Ryzliir kills Aljanor and orders her own force to attack. If the characters leave Aljanor behind or allow him to die, members of the party’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to a desert, charmed by a lamia, and sent back with powerful magic items to conquer his homeland in her name. In the early hours of the morning, the backstage area is abuzz with halfling actors
characters refuse, and makes good on its threat if the characters don’t share the wealth. The faerie dragon doesn’t have a hoard of its own, since it gives its earnings to unfortunate Waterdavians by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
+2
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
.
Unfettered. The living spell can move through any barrier, even a wall of magical force.
Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.
Actions
Force Blade. Melee
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. 5 Five goblins fling refuse at passers-by from the alley behind Stonehill Inn. 6 Three goblins splash paint across the side of Harbin Wester’s home 7 Shingles from the roof of the Sleeping Giant are
of the goblins—whether from the four crime scene investigations or from the random mischief occurring around town—are captured, bribed, or charmed by the characters, the goblins may impart some helpful
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
if they refuse. The drow priestess is never encountered without her adopted drow daughter, Zress Orlezziir, and a yochlol advisor disguised as a female drow named Chalizana. To determine where the
throws against being charmed, and magic can’t put her to sleep. She has darkvision out to a range of 120 feet. She can innately cast dancing lights at-will, and darkness, faerie fire, and levitate(self
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
(+0)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
18 (+4)
Skills Persuasion +6
Damage Resistances radiant
Damage Immunities poison
Condition Immunities charmed
Immunities charmed, frightened, poisoned
Senses passive Perception 11
Languages Common, Sylvan
Challenge 3 (700 XP)
Corpse Stride. Once on its turn, the lampad can use 10 feet of its movement to step
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages Elvish, Undercommon
Challenge 20 (25,000 XP) Proficiency Bonus +6
Fey Ancestry
. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity. While in sunlight
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charmed, frightened, petrified, poisoned
Senses passive Perception 22
Languages Common plus any three languages (Abyssal, Celestial, Druidic, or Infernal recommended)
Challenge 17 (18,000 XP
, Thaumaturgy
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater Restoration
Bonus Actions
Petrifying Gaze (Recharge 4–6). The medusa unleashes petrifying
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of unstoppable destruction. Tales of the servant’s origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related
attuned to it must succeed on a DC 20 Wisdom saving throw or be charmed for 24 hours. While charmed in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
step. The maelephants (see Morte’s Planar Parade) of the Wall Watch patrol Curst’s perimeter: a high, corroded barrier lined with saw-toothed barbs and search towers. The elephantine warders turn their
monsters scavenge the mountains of scrap and refuse for metallic morsels. They’ve learned to avoid the metalwork sculptures that decorate the landfill—abstract, corroded statues created by Tudhog the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Juiblex d100 Flaw (lasts until cured) 01–20 “I must consume everything I can!” 21–40 “I refuse to part
Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. d100 Flaw (lasts until cured) 01–20 “I must consume everything I can!” 21–40 “I refuse to part with any of my
; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Magic Items
Infernal Machine Rebuild
known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
Explorers who
first time is charmed by you until the end of your next turn.
50
When you touch a copper piece, it transmutes to become two copper pieces. You can duplicate a maximum of 1,000 coins this way
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP
), detect evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP)
Devil's Sight. Magical
self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, Con +8, Wis +9, Cha +8
Skills Arcana +6, History +6, Insight +9, Perception +9
Damage Immunities radiant
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive
charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 20
Languages all
Challenge 16 (15,000 XP)
Aura of Silence. When a creature starts its turn within 30 feet of the






