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Returning 24 results for 'being before diffusing charmed ram'.
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Monsters
Mythic Odysseys of Theros
on a DC 13 Wisdom saving throw or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr's revels. The charmed condition ends for the creature after 1
throws against spells and other magical effects.
Sleepless Reveler. Magic can't put the satyr to sleep.Multiattack. The satyr makes two ram attacks or two shortbow attacks.
Ram. Melee Weapon Attack: +3
Monsters
Candlekeep Mysteries
Dark Devotion. Ram Sugar has advantage on saving throws against being charmed or frightened.
Spellcasting. Ram Sugar is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11
, +3;{"diceNotation":"1d20+3","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Ram Sugar has the following cleric spells prepared:
Cantrips (at will): light, sacred flame
Satyr (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.Ram. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Ram"} to
hit, reach 5 ft., one target. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1","rollType":"damage","rollAction":"Ram","rollDamageType":"bludgeoning"} bludgeoning damage.
Shortsword. Melee Weapon Attack: +5
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
)
DEX
8 (–1)
CON
13 (+1)
INT
1 (–5)
WIS
3 (–4)
CHA
1 (–5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed
. While the table remains motionless, it is indistinguishable from a normal table.
Charge. If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
)
DEX
8 (–1)
CON
13 (+1)
INT
1 (–5)
WIS
3 (–4)
CHA
1 (–5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed
. While the table remains motionless, it is indistinguishable from a normal table.
Charge. If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
)
DEX
8 (–1)
CON
13 (+1)
INT
1 (–5)
WIS
3 (–4)
CHA
1 (–5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed
. While the table remains motionless, it is indistinguishable from a normal table.
Charge. If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr’s revels. The charmed condition ends for the creature after 1 hour, if it takes any damage, if
other magical effects.
Sleepless Reveler. Magic can’t put the satyr to sleep.
Actions
Multiattack. The satyr makes two ram attacks or two shortbow attacks.
Ram. Melee Weapon Attack: +3 to hit
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr’s revels. The charmed condition ends for the creature after 1 hour, if it takes any damage, if
other magical effects.
Sleepless Reveler. Magic can’t put the satyr to sleep.
Actions
Multiattack. The satyr makes two ram attacks or two shortbow attacks.
Ram. Melee Weapon Attack: +3 to hit
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr’s revels. The charmed condition ends for the creature after 1 hour, if it takes any damage, if
other magical effects.
Sleepless Reveler. Magic can’t put the satyr to sleep.
Actions
Multiattack. The satyr makes two ram attacks or two shortbow attacks.
Ram. Melee Weapon Attack: +3 to hit
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
)
CHA
1 (−5)
Skills Perception +4
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
)
DEX
16 (+3)
CON
15 (+2)
INT
3 (−4)
WIS
14 (+2)
CHA
1 (−5)
Skills Stealth +5
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
)
CHA
1 (−5)
Skills Perception +4
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
)
DEX
16 (+3)
CON
15 (+2)
INT
3 (−4)
WIS
14 (+2)
CHA
1 (−5)
Skills Stealth +5
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
)
CHA
1 (−5)
Skills Perception +4
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
)
DEX
16 (+3)
CON
15 (+2)
INT
3 (−4)
WIS
14 (+2)
CHA
1 (−5)
Skills Stealth +5
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
. The galley’s stern features an iron naval ram used for attacking other ships. Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
. The galley’s stern features an iron naval ram used for attacking other ships. Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
. The galley’s stern features an iron naval ram used for attacking other ships. Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. The satyr has advantage on saving throws against spells and other magical effects.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage
affected as described below. Other satyrs and creatures that can’t be charmed are unaffected.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. The satyr has advantage on saving throws against spells and other magical effects.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage
affected as described below. Other satyrs and creatures that can’t be charmed are unaffected.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. The satyr has advantage on saving throws against spells and other magical effects.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage
affected as described below. Other satyrs and creatures that can’t be charmed are unaffected.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you. Level 10: Retaliation When you take damage from a
another Barbarian who has this option active. Ram. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack. Path of the World
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you. Level 10: Retaliation When you take damage from a
another Barbarian who has this option active. Ram. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack. Path of the World
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you. Level 10: Retaliation When you take damage from a
another Barbarian who has this option active. Ram. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack. Path of the World
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
18
Languages Understands Draconic but can’t speak
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw
roll.
Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
18
Languages Understands Draconic but can’t speak
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw
roll.
Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
18
Languages Understands Draconic but can’t speak
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw
roll.
Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller






