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Returning 35 results for 'both before defends charmed rope'.
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Dominate Monster
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are
fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this
Monsters
Acquisitions Incorporated
Fey Ancestry. Môrgæn has advantage on saving throws against being charmed, and magic can't put her to sleep.
Innate Spellcasting. Môrgæn's spellcasting ability is Intelligence. She can innately cast
coworkers. Famously, she is the only member of Acquisitions Incorporated known to be paid in advance, lest a missed invoice lead to dire repercussions.
A child of the forest, Môrgæn defends the natural world
Monsters
Icewind Dale: Rime of the Frostmaiden
Duergar Resilience. Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). Grandolpha's
faerie fire spell to make enemies easier for her guards to hit. The chardalyn pseudodragon defends Grandolpha to the death.Poison
Dominate Beast
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting
it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic
Dominate Person
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are
fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
1,000 feet. They glow with bright light in a 100-foot radius and dim light for another 100 feet. Any creature that can see the lure lights must succeed on a DC 14 Wisdom saving throw or be charmed by the
lights for 24 hours or until the lights are destroyed. A creature that succeeds on the saving throw is immune to the effect of the lure lights for 24 hours. While charmed by the lights, a creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is
charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is
charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is
charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is
charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is
charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is
charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects.
Magic Rope. The
erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Acquisitions Incorporated known to be paid in advance, lest a missed invoice lead to dire repercussions. A child of the forest, Môrgæn defends the natural world with singular ferocity and an impressive
saving throws against being charmed, and magic can’t put her to sleep.
Innate Spellcasting. Môrgæn’s spellcasting ability is Intelligence. She can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their duty above mortal life. If threatened, a sphinx of valor defends its charge with its supernaturally empowered roar and fierce strikes. Sphinx of Valor Large Celestial, Lawful Neutral
AC 17
+3 +9
Wis 23 +6 +12
Cha 18 +4 +4
Skills Arcana +9, Perception +12, Religion +15
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
wishes. Such a creature might be charmed into compliance, or under a spell that stops its heart if it disobeys, or too afraid of nonmagical punishment for failure to do what she says. Most hags have some
to fire, able to transform into a flock of crows, or able to teleport through shadows — whatever the hag thinks best defends or serves her. Random Hag Minions To determine the minions and helpers in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
battle here attracts the thralls from areas 11b and 15f, assuming they’re still around. While Agorra is under the effect of the rod of rulership, she believes the nagas to be her allies and defends them
. This spring provides clean water. 15f. Troll Guard Post Two trolls charmed by the nagas’ rod of rulership are crammed in this alcove until they are drawn elsewhere.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
leader of the Stoneheart Enclave based in Blingdenstone (see chapter 6). She is bound with rope and spinning an elaborate lie about how the drow must’ve charmed her and taken Krimgol’s gem. She has an
hungry xorn. Ghuldur grasps the rope from which she hangs and is threatening to feed her to the xorn unless she divulges the location of the gem she stole from Krimgol. Yantha Coaxrock. Yantha is the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
throws against being charmed, and magic can’t put it to sleep.
Soul Light. The brigganock is accompanied by an insubstantial, invulnerable ball of light that contains its soul. The brigganock can’t
, move a pile of stones, or tie a dozen knots in a length of rope.
Bonus Actions
Move Soul Light. The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
several years older and wiser than they look. The magic of the Feywild has kept them young. Speaking to the Getaway Gang about Loomlurch yields the following information: A squad of tin soldiers defends
comfortably. Rope ladders climb from the ground to a pair of trapdoors in the floor. When the characters can see inside the treehouse, read: The floor of the treehouse is covered with blankets
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, barrels, and ammunition secured with rope. Oars. Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten
)
STR
24 (+7)
DEX
4 (-3)
CON
20 (+5)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened
Magic Items
Infernal Machine Rebuild
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
hearing is the truth or not.
58
You can cast speak with animals at will, but you can use it to communicate only with goats. Any goat you speak with becomes charmed by you for 1 hour.
You become
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
against being charmed or frightened.
Spellcasting. Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13). He has the following cleric spells prepared:
Cantrips (at
dangle above three wooden preparation tables in the middle of the room, and shelves are lined with bowls, platters, herbs, spices, and dried goods. A dumbwaiter with a manually operated rope-and-pulley
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
garden and a few barrels of salted pork also survived the pirate attack. The survivors fish from the lower cliffs and raise buckets of seawater up the cliffs by rope. By casting purify food and drink
inspire loyalty or trust in those under him. Underlings obey him because of the hierarchical structure of the abbey’s chain of command, not because he shows any strong leadership. If attacked, he defends
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
fresco. Any creature within 30 feet of the fresco that can see it must succeed on a DC 12 Wisdom saving throw or be charmed by it for 24 hours. While charmed in this way, the creature can’t willingly
move out of sight of the fresco and defends it to the death. If forcibly moved away from the fresco, the creature tries to find its way back. The creature can’t rest while under this effect. After 24
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
these changes: The paper birds are Constructs. They have vulnerability to fire damage, immunity to poison and psychic damage, immunity to exhaustion, and immunity to the charmed, frightened, and
-foot-long rope that hangs down to the floor once the false ceiling is no longer an obstacle. A verse engraved on the bell in Elvish reads: Toll the bell within this spire
To journey to your heart’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. The standard design of an Acquisitions Incorporated-grade airship features an enormous balloon covered in a rope net. Trailing lines connect the balloon to the vessel of metal and wood suspended
17 (+3)
CON
20 (+5)
INT
0
WIS
0
CHA
0
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have Advantage on saving throws to avoid or end the Charmed or Frightened condition. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end
the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hooks on the western wall hold fishing equipment: dozens of harpoons, nets, and coils of rope. Curtains made of stitched walrus hide hang over doorways at the north and south ends of the east wall. 1C
statistics of a mule, with the following changes. It is a construct. It follows the orders of its assembler. It is immune to poison and psychic damage; the charmed, frightened, paralyzed, petrified
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
radius. They can’t be blinded, charmed, frightened, or paralyzed. They have an Intelligence of 2 (–4), a Wisdom of 6 (–2), and a Charisma of 1 (–5). They lose the Pack Tactics trait and all languages they
armor, keeping their shields and weapons within reach. Treasure. The crates and most of the sacks contain basic supplies, including blankets, rations, hempen rope, and other equipment. One small sack
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conservatory Schedule table). Chandeliers. Simple rope-and-pulley mechanisms allow the chandeliers to be raised or lowered from the mezzanine (area C6). Paintings. The painting above the mantelpiece
.
Merle, the dwarf cook (commoner), works here from 6 a.m. to midnight. When confronted with danger, he grabs a rolling pin (treat it as a club) and defends himself. The door that leads outside is used
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ghost can tell that it’s weeping silently as it “writes.” This giant is doomed to spend eternity penning a farewell letter to its long-dead lover. The ghost defends itself if attacked but otherwise
(+3)
CHA
17 (+3)
Saving Throws Wis +7, Cha +7
Skills Perception +7
Damage Resistances cold
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
black against the sky’s ruddy glow.
The erinyes stationed here carries a rope of entanglement, which it uses to ensnare any prisoner who tries to escape. Gruk-Gruk. Tossed carelessly on the floor of
characters smuggle her some weapons, rope, and a grappling hook, Venture agrees to start a prison riot (see “Prison Riot” below). Portcullises. The passages into the hold’s interior are blocked by
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Gremorly’s ghost and this golem is still intact, it becomes their ally and defends this courtyard on their behalf. 5: Crypt Entrance This room is mostly empty. One outer wall has a stained-glass
cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
pull-rope hangs from a wooden trapdoor in the ceiling.
There’s no obvious source for the horrible smell that lingers here. The first character who enters the room triggers a roll on the Eldritch
chamber. The statue has a roughly bipedal shape and is carved to look like it’s coming undone, like a frayed rope. Its form is covered with mouths and outstretched tongues.
Standing before the






