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Returning 35 results for 'being being diffusing calm reduced'.
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Magic Items
Dungeon Master’s Guide
that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can’t be reduced or avoided by any means. A creature reduced to 0 Hit Points by
benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
Monsters
Waterdeep: Dragon Heist
faith2nd level (3 slots): calm emotions, prayer of healing, silence3rd level (2 slots): protection from energy, remove curse, sending
Evasion. If Hlam is subjected to an effect that allows him to make a
, reach 5 ft., one creature. Hit: The target must make a DC 18 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 (10d10
Monsters
Tales from the Yawning Portal
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
. The golem's weapon attacks are magical.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack
Monsters
Guildmasters’ Guide to Ravnica
innately cast the following spells, requiring no material components:
At will: calm emotions, command, compelled duel
Mount. If the archon isn’t mounted, it can use a bonus action to
equipment it is wearing or carrying.
While mounted and not incapacitated, the archon can’t be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Undead, or a servant of a god from the Lower Planes that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can’t be reduced or avoided by any means
. A creature reduced to 0 Hit Points by this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature’s Attunement to it ends. Benefits
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Undead, or a servant of a god from the Lower Planes that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can’t be reduced or avoided by any means
. A creature reduced to 0 Hit Points by this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature’s Attunement to it ends. Benefits
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Undead, or a servant of a god from the Lower Planes that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can’t be reduced or avoided by any means
. A creature reduced to 0 Hit Points by this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature’s Attunement to it ends. Benefits
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
level (4 slots): detect evil and good, healing word, sanctuary, shield of faith
2nd level (3 slots): calm emotions, prayer of healing, silence
3rd level (2 slots): protection from energy, remove curse
hit, reach 5 ft., one creature. Hit: The target must make a DC 18 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 (10d10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
level (4 slots): detect evil and good, healing word, sanctuary, shield of faith
2nd level (3 slots): calm emotions, prayer of healing, silence
3rd level (2 slots): protection from energy, remove curse
hit, reach 5 ft., one creature. Hit: The target must make a DC 18 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 (10d10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
level (4 slots): detect evil and good, healing word, sanctuary, shield of faith
2nd level (3 slots): calm emotions, prayer of healing, silence
3rd level (2 slots): protection from energy, remove curse
hit, reach 5 ft., one creature. Hit: The target must make a DC 18 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 (10d10
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
by fear and rocking back and forth. If Itzmin reached the warehouse before the characters, Serapio is expecting danger and is ready to attack. Talking Things Through. Trying to calm Serapio enough to
, he transforms back into a tlacatecolo and attacks. If Serapio attacks the characters before they can speak with him, a character can use an action to try to calm Serapio by making a DC 14 Charisma
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
by fear and rocking back and forth. If Itzmin reached the warehouse before the characters, Serapio is expecting danger and is ready to attack. Talking Things Through. Trying to calm Serapio enough to
, he transforms back into a tlacatecolo and attacks. If Serapio attacks the characters before they can speak with him, a character can use an action to try to calm Serapio by making a DC 14 Charisma
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
by fear and rocking back and forth. If Itzmin reached the warehouse before the characters, Serapio is expecting danger and is ready to attack. Talking Things Through. Trying to calm Serapio enough to
, he transforms back into a tlacatecolo and attacks. If Serapio attacks the characters before they can speak with him, a character can use an action to try to calm Serapio by making a DC 14 Charisma
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:
At will: calm emotions, command, compelled duel
Mount. If the
Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.
Actions
Multiattack. The archon makes two Hammer of Justice
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:
At will: calm emotions, command, compelled duel
Mount. If the
Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.
Actions
Multiattack. The archon makes two Hammer of Justice
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:
At will: calm emotions, command, compelled duel
Mount. If the
Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.
Actions
Multiattack. The archon makes two Hammer of Justice
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
spells work. Oath of Redemption Spells Paladin Level Spells 3rd sanctuary, sleep 5th calm emotions, hold person 9th counterspell, hypnotic pattern 13th Otiluke’s resilient sphere, stoneskin 17th
taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
spells work. Oath of Redemption Spells Paladin Level Spells 3rd sanctuary, sleep 5th calm emotions, hold person 9th counterspell, hypnotic pattern 13th Otiluke’s resilient sphere, stoneskin 17th
taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
spells work. Oath of Redemption Spells Paladin Level Spells 3rd sanctuary, sleep 5th calm emotions, hold person 9th counterspell, hypnotic pattern 13th Otiluke’s resilient sphere, stoneskin 17th
taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
instead. Serenity. To record serenity, the Sensate directs the characters to a satyr musician nervously preparing for a street-side performance. A character can calm the satyr’s nerves with a
successful DC 15 Charisma (Persuasion) check or the calm emotions spell. On a failed check, the characters record anxiety instead. If the characters record the Sensate’s desired sensation, the muse rewards
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
instead. Serenity. To record serenity, the Sensate directs the characters to a satyr musician nervously preparing for a street-side performance. A character can calm the satyr’s nerves with a
successful DC 15 Charisma (Persuasion) check or the calm emotions spell. On a failed check, the characters record anxiety instead. If the characters record the Sensate’s desired sensation, the muse rewards
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
itself, as signaled by the fact that you die if your Strength is reduced to 0 by it. (shadow) Is a vampire affected by hold person or calm emotions? Many spells affect not just any creatures, but only
certain types, as specified in the spell. Hold person and calm emotions work only on humanoids, and a vampire is not a humanoid. Is there a limit to the number of creatures a vampire can charm at once? No
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
action to make a DC 14 Wisdom (Animal Handling) check. If the check succeeds, the almiraj becomes calm and doesn’t attack the character or run away unless it feels threatened or is harmed. Axe Beaks
line in search of food. The baboons can be placated by tossing each of them a day’s supply of food. Otherwise, they attack, fleeing once their numbers are reduced by half. Blood Hawks These bright red
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
itself, as signaled by the fact that you die if your Strength is reduced to 0 by it. (shadow) Is a vampire affected by hold person or calm emotions? Many spells affect not just any creatures, but only
certain types, as specified in the spell. Hold person and calm emotions work only on humanoids, and a vampire is not a humanoid. Is there a limit to the number of creatures a vampire can charm at once? No
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
action to make a DC 14 Wisdom (Animal Handling) check. If the check succeeds, the almiraj becomes calm and doesn’t attack the character or run away unless it feels threatened or is harmed. Axe Beaks
line in search of food. The baboons can be placated by tossing each of them a day’s supply of food. Otherwise, they attack, fleeing once their numbers are reduced by half. Blood Hawks These bright red
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
itself, as signaled by the fact that you die if your Strength is reduced to 0 by it. (shadow) Is a vampire affected by hold person or calm emotions? Many spells affect not just any creatures, but only
certain types, as specified in the spell. Hold person and calm emotions work only on humanoids, and a vampire is not a humanoid. Is there a limit to the number of creatures a vampire can charm at once? No
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
instead. Serenity. To record serenity, the Sensate directs the characters to a satyr musician nervously preparing for a street-side performance. A character can calm the satyr’s nerves with a
successful DC 15 Charisma (Persuasion) check or the calm emotions spell. On a failed check, the characters record anxiety instead. If the characters record the Sensate’s desired sensation, the muse rewards
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
action to make a DC 14 Wisdom (Animal Handling) check. If the check succeeds, the almiraj becomes calm and doesn’t attack the character or run away unless it feels threatened or is harmed. Axe Beaks
line in search of food. The baboons can be placated by tossing each of them a day’s supply of food. Otherwise, they attack, fleeing once their numbers are reduced by half. Blood Hawks These bright red
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
quarterstaff that deals 1d4 force damage instead of the normal damage of that weapon. The prod suffers no damage from contact with oozes. In addition, an ooze hit by a prod has its speed reduced to 0 until
vats each contain one ooze, all of them reduced-threat versions of the creatures (see “Reduced-Threat Monsters” above). Two vats hold black puddings (marked B on the map), one has a gray ooze (G), and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
quarterstaff that deals 1d4 force damage instead of the normal damage of that weapon. The prod suffers no damage from contact with oozes. In addition, an ooze hit by a prod has its speed reduced to 0 until
vats each contain one ooze, all of them reduced-threat versions of the creatures (see “Reduced-Threat Monsters” above). Two vats hold black puddings (marked B on the map), one has a gray ooze (G), and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
quarterstaff that deals 1d4 force damage instead of the normal damage of that weapon. The prod suffers no damage from contact with oozes. In addition, an ooze hit by a prod has its speed reduced to 0 until
vats each contain one ooze, all of them reduced-threat versions of the creatures (see “Reduced-Threat Monsters” above). Two vats hold black puddings (marked B on the map), one has a gray ooze (G), and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
disappear when they reach the edge of the map. Garoknul stops its chase to battle the characters. If reduced to 50 hit points or fewer, Garoknul uses its next action to teleport away. Next Event. When
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
disappear when they reach the edge of the map. Garoknul stops its chase to battle the characters. If reduced to 50 hit points or fewer, Garoknul uses its next action to teleport away. Next Event. When
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
disappear when they reach the edge of the map. Garoknul stops its chase to battle the characters. If reduced to 50 hit points or fewer, Garoknul uses its next action to teleport away. Next Event. When
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
complications. Ending the Chase. Brynshal’duun abandons the chase if it is reduced to 50 Hit Points or fewer or if it starts its turn more than 250 feet away from the Recluse. Dragon Chase Complications 1d12
, tries to grab at you. Make a DC 13 Dexterity saving throw. On a failed save, you have the Grappled condition (escape DC 10). A character that takes the Influence action to calm the deck hand can make






