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Returning 35 results for 'being before drink charmed resolves'.
Other Suggestions:
being before during charmed resolve
being before during changed resolve
being before during carved resolve
being before during charmed removes
being before during claimed resolve
Magic Items
Phandelver and Below: The Shattered Obelisk
When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself.
This black potion swirls with shimmering flecks of pink and purple.
Magic Items
Tales from the Yawning Portal
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
A
effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
Potion of &hellip
Monsters
Strixhaven: A Curriculum of Chaos
, drink, or sleep.Multiattack. The guide makes two Slam attacks.
Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 6
30 feet of the guide must succeed on a DC 11 Wisdom saving throw or be magically charmed by the guide for 1 hour.
A charmed target must move on its turn toward the guide, trying to get within 5 feet
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
they find them. Their boisterous natures go far toward tempting others to eat, drink, and carouse with them. Faced with stodgier individuals or outright rivals, satyr revelers don't balk at using the
Aboleth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
it. The target must succeed on a 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 control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target
Monsters
Icewind Dale: Rime of the Frostmaiden
Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long
damage.
Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it for 1 minute. A creature
Monsters
Tales from the Yawning Portal
/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 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 control and can't take reactions, and the aboleth and the target can communicate telepathically with
Monsters
Eberron: Rising from the Last War
creature is charmed by the radiant idol. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the
material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom.
Immortal Nature. A radiant idol doesn't require food, drink, or sleep.Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mythic Odysseys of Theros
against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the
they hunt unwary creatures that come for a drink or swim.
What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization
Monsters
Spelljammer: Adventures in Space
Nature. The apparition doesn’t require air, drink, food, or sleep.Radiant Eruption. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Radiant Eruption
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts
Monsters
Mythic Odysseys of Theros
belief, and certainly numerous reports tell of charmed nymphs leading lost seafarers home. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs
facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn’t require food, drink, or sleep.
PoisonPsychic
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being charmed and frightened, and his Divisive Whispers bonus
Monsters
Fizban's Treasury of Dragons
. The shard doesn’t require air, food, drink, or sleep.Multiattack. The shard makes two Telekinetic Rend attacks.
Telekinetic Rend. Melee or Ranged Spell Attack: +12;{"diceNotation":"1d20+12
Wisdom saving throw or be charmed until the end of its next turn. While charmed in this way, the target becomes the shard’s puppet, acting and moving in accordance with its telepathic commands
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Nature. A demilich doesn’t require air, food, drink, or sleep. So great is a demilich’s will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average
advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Potion of Psionic Fortitude Potion, Uncommon When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself. This black potion swirls with shimmering flecks of pink and purple.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
giant snake.
To force their compliance, enemies might be brainwashed, charmed, tortured, or transformed into broodguards. Those that prove intractable still have their uses, either as sacrifices to
Trait
1
I see omens in every event and action. The serpent gods continue to advise us.
2
I have very high standards for food, drink, and physical pleasures.
3
I prefer to be alone
Magic Items
Keys from the Golden Vault
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
.
Condition Immunities. While attuned to the book, you can’t be charmed or frightened.
Evil Presence. The book houses an evil spirit that is hostile toward you. When you become attuned to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Potion of Mind Control Potion, rarity varies When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn
initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
that knows at least one language and can hear the guide understands what it says.
Unusual Nature. The guide doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The guide makes two Slam
guide must succeed on a DC 11 Wisdom saving throw or be magically charmed by the guide for 1 hour.
A charmed target must move on its turn toward the guide, trying to get within 5 feet of the guide. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Nature. An animated table doesn’t require air, food, drink, or sleep. Animated Table Large construct, unaligned
Armor Class 15 (natural armor)
Hit Points 39 (6d10 + 6)
Speed 40 ft.
STR
18 (+4
)
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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 16
Languages understands the languages of its creator but can’t speak
Challenge 1 (200 XP) Proficiency Bonus +2
Unusual Nature. The defender doesn’t need air, food, drink, or sleep.
Actions
Electrified Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its lair actions or inherit new ones, as the DM sees fit. Type. The dracolich’s type changes from dragon to undead, and it no longer requires air, food, drink, or sleep.
Damage Resistance. The
dracolich can’t be charmed, frightened, paralyzed, or poisoned. It also doesn’t suffer from exhaustion.
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. Undead Nature. A zombie doesn’t require air, food, drink, or sleep. Greater Zombie Medium
Throws Wis +1
Damage Resistances cold, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
)
INT
10 (+0)
WIS
11 (+0)
CHA
12 (+1)
Damage Vulnerabilities radiant
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, poisoned
Senses
, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The vampirate doesn’t require air or drink.
Actions
Energy Drain. Melee or Ranged Spell Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(−5)
Damage Vulnerabilities fire
Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed
area of extreme heat, the golem loses 1d6 hit points at the start of each of its turns.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The golem makes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (−2)
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses passive Perception 10
it was wearing or carrying.
Magic Resistance. The magen has advantage on saving throws against spells and other magical effects.
Unusual Nature. The magen doesn’t require air, food, drink, or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft
doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest.
Actions
Multiattack. The dragon uses its Malevolent Presence. It then makes three attacks: two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
15 (+2)
CHA
1 (−5)
Skills Perception +6
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft
.
Unusual Nature. The observer doesn’t need air, food, drink, or sleep.
Actions
Shriek. The observer emits a mechanical shriek until the start of its next turn or until it drops to 0 hit points. This shriek can be heard within a range of 300 feet.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Thri-kreen, Ziklight
Challenge 2 (450 XP
takes any damage.
Unusual Nature. The horror doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The horror makes one Bite attack and two Rotating Saw attacks, or it makes two
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
(+2)
CHA
2 (−4)
Saving Throws Wis +6
Skills Perception +6
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive
Perception 16
Languages —
Challenge 9 (5,000 XP) Proficiency Bonus +4
Unusual Nature. The anhkolox doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The anhkolox makes two
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
)
Saving Throws Wis +5, Cha +5
Damage Vulnerabilities radiant
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive
needing to make an ability check.
Unusual Nature. The mage doesn’t require air or drink.
Actions
Multiattack. The mage makes two Ray of Cold attacks.
Energy Drain. Melee or Ranged Spell Attack: +5
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
air, food, drink, or sleep.
Actions
Force Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) force damage. If the target is a Large or smaller creature, the living
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, hedonistic folly, and fanatical doom. Immortal Nature. A radiant idol doesn’t require food, drink, or sleep. Radiant Idol
Large celestial, lawful evil
Armor Class 18 (natural armor)
Hit Points
Deception +9, Insight +9, Perception +9, Persuasion +9
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, Stealth +7
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands one
has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.
Actions
Bite. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
)
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, radiant
Condition Immunities blinded, charmed, exhaustion, frightened
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Unusual Nature. The apparition doesn’t require air, drink, food, or sleep.
Actions
Radiant Eruption. Melee or






