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Returning 28 results for 'both barrier down charmed revive'.
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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
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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->Heroes of the Borderlands
+2 +2
Ability Score Mod Save
Int 14 +2 +5
Wis 18 +4 +7
Cha 14 +2 +5
Skills Persuasion +5, Religion +5
Immunities Charmed, Frightened
Senses Passive
). In a ritual that takes 8 hours, the curate touches a creature that has died within the past 7 days. That creature returns to life with 1 Hit Point. The curate canʼt revive a creature that died of
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->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->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->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->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->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->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->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->Eberron: Rising from the Last War
. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and
, Perception +0 plus PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the mending spell is cast on the defender, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it
, Perception +0 plus PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, fire
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Common, Druidic, Elvish, Sylvan
Challenge 12 (8,400
XP) Proficiency Bonus +4
Fey Rebirth. If the Gardener dies in the Eternal Garden, they revive with all their hit points 1d4 days later in a safe location within the garden.
Legendary Resistance (3
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->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->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
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->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
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->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->Player’s Handbook
Charmed or Frightened condition. Level 14: Revelation in Flesh You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter
the next hour, you immediately revive as if by the Reincarnate spell.
69–72 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
reached a long tentacle through the weak planar barrier here. The creature’s tremorsense allows it to detect the presence of creatures in this room, at which point it attacks. Each character must succeed on
a DC 12 Charisma saving throw or be charmed by a spirit loyal to That-Which-Endures. While charmed in this way, the character must use its action each turn to attack any creature defiling the shrine
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. They use the pegasus stat block, with these changes: The glass pegasi are Constructs with immunity to exhaustion and the charmed, frightened, paralyzed, and petrified conditions. They have AC 15 while
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
creature that can hear the music must make a DC 15 Wisdom saving throw. On a successful save, a creature is immune to the music of the globe for 24 hours. On a failed save, a creature becomes charmed and
, while charmed in this way, can take only the Dash action and move toward area 3. The effect on a creature ends once that creature reaches the floor beyond the pit trap in area 3. If an affected






