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Returning 35 results for 'being blinded down charmed repeat'.
Spells
Player’s Handbook
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.
Spells
Player’s Handbook
movement to dance in place.
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has
Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
Monsters
Strixhaven: A Curriculum of Chaos
minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.Joyful Flare. Melee Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit
must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the save at the end of each of its turns, ending the effect on itself on a success.Often referred
Gem of Brightness
Legacy
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Magic Items
Basic Rules (2014)
DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command
bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another
Dust Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Breath"}. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving
Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded
Death Dog
Legacy
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Monsters
Basic Rules (2014)
Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.Multiattack. The dog makes
disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Bite"} on a
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
Equipment
communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Disrupt. Constructs of
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
Dust Mephit
Legacy
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Monsters
Basic Rules (2014)
Breath"}. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.PoisonFire
Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded
Harpy
Legacy
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Monsters
Basic Rules (2014)
, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that
damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the
Aura of Purity
Legacy
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Spells
Player’s Handbook (2014)
become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Magic Items
Tasha’s Cauldron of Everything
. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
2
Outer Essence
Ettin
Legacy
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Monsters
Basic Rules (2014)
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
Monsters
Eberron: Rising from the Last War
ends, Belyshyrra can see through the blinded creature’s eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Belashyrra taps into the eyesight of creatures in its lair and alters their
Monsters
The Tortle Package
Hold Breath. The two-headed plesiosaurus can hold its breath for 1 hour.
Two Heads. The two-headed plesiosaurus has advantage on Wisdom (Perception) checks and on saving throws against being blinded
, charmed, deafened, frightened, stunned, and knocked unconscious.Multiattack. The two-headed plesiosaurus makes two bite attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
Succubus
Legacy
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Monsters
Basic Rules (2014)
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic
Neogi
Legacy
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Monsters
Volo's Guide to Monsters
telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces, including
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
attuned to Nightbringer:
Blessing of the Dragon Queen. You are immune to the charmed and frightened conditions, and you gain immunity to one of the following damage types (choose when you attune to the
weapon has 6 charges. When you hit a creature with an attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.
Incubus
Legacy
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Monsters
Basic Rules (2014)
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic
Hydra
Legacy
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Monsters
Basic Rules (2014)
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded
, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of
The Angry
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Two Heads. The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Rising Anger. If another
Monsters
Ghosts of Saltmarsh
Two Heads. The amphisbaena has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Multiattack. The
Monsters
Infernal Machine Rebuild
Hold Breath. The two-headed crocodile can hold its breath for 15 minutes.
Two Heads. The two-headed crocodile 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 crocodile's heads is asleep, its other head is awake.Multiattack. The two-headed crocodile makes two attacks
Monsters
Out of the Abyss
.
Disfigured Second Head. The giant has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Monsters
Infernal Machine Rebuild
Two Heads. The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful
Monsters
Infernal Machine Rebuild
Two Heads. The two-headed owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful
Yuan-ti Anathema
Legacy
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Monsters
Volo's Guide to Monsters
Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.Multiattack (Anathema Form Only). The anathema makes two claw attacks
succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Cambion
Legacy
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Monsters
Monster Manual (2014)
charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the
","rollDamageType":"fire"} fire damage.
Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The
Satyr (Variant)
Legacy
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Monsters
Monster Manual (2014)
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 itself on a success
. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.
Charming Melody. The creature is charmed by the satyr for 1
Neogi Master
Legacy
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Monsters
Volo's Guide to Monsters
, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
Spellcasting. The neogi is a 7th-level spellcaster. Its
Monsters
Ghosts of Saltmarsh
matriarch, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target
. The matriarch sings a magical melody. Every humanoid and giant within 300 feet of the matriarch that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends
Winter Eladrin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s
starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature
Monsters
Tales from the Yawning Portal
drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target
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
Dryad
Legacy
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Monsters
Basic Rules (2014)
the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the
target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or






