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Returning 35 results for 'both before distance charmed rotting'.
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Monsters
Monster Manual
. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Consume Memories
.
Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charmed condition until the aboleth dies or is on a different plane of
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
Monsters
The Wild Beyond the Witchlight
heritage, he might pass for an ugly, beardless dwarf were it not for his rotting tusks and grayish pallor. The only thing he loves is money, and he wouldn’t hesitate to stab allies in the back if they
prefers to hurl daggers from a distance. When targeting a lone individual, especially someone he has been hired to kill, he prefers the up-close-and-personal garrote, so that he can hear the dying breath
Neogi Master
Legacy
This doesn't reflect the latest rules and lore.
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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
Baldur’s Gate: Descent into Avernus
Dark Devotion. Thalamra has advantage on saving throws against being charmed or frightened.
Devil's Sight. Thalamra can see normally in darkness, both magical and nonmagical, out to a distance of 120
Monsters
Spelljammer: Adventures in Space
neogi’s commands and can’t take reactions, 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.
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
Aboleth
Legacy
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Monsters
Basic Rules (2014)
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
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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.
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
Monsters
Tales from the Yawning Portal
each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also
/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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"5d10", "rollType":"damage", "rollAction":"Psychic Orb", "rollDamageType":"psychic"} psychic damage.
Collapse Distance (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Collapse Distance"}. The seer warps space around one creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with
Monsters
Spelljammer: Adventures in Space
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
spectral copy of itself across a vast distance with the help of a deity or another powerful celestial entity. The apparition lasts only as long as its services are needed to complete the task at hand
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected, the creature is charmed by her and can’t be reinfected by these spores.Protective
Thrall. When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack instead.Zuggtmoy can take 3 legendary actions
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t need to concentrate on the spell.
5–6: Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses
, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by
Monsters
Eberron: Rising from the Last War
. The target can’t be returned to its original form by any means short of a wish spell.
2. Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1
minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.
3. Mind-Weakening Ray. The target must
Demogorgon
Legacy
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Monsters
Out of the Abyss
. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this
of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within
5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving
Spells
The Book of Many Things
16 (+3)
CHA
16 (+3)
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages
target is haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the target starts its turn within 10 feet of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cha 1 −5 −5
Immunities Blinded, Charmed, Deafened, Frightened
Senses Blindsight 30 ft.; Passive Perception 6
Languages None
CR 1/4 (XP 50; PB +2)
Actions
Multiattack. The fungus
makes two Rotting Touch attacks.
Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
known to venture into Omu to hunt and deliver tribute. If this encounter occurs during the day, the characters spot 3d6 tribal warriors feeding on the rotting remains of a dismembered zombie. If the
characters remain quiet and keep their distance, they can move away without being noticed by the cannibals. If this encounter occurs at night, 3d6 tribal warriors try to sneak into the adventurers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
17 (+3)
INT
8 (−1)
WIS
9 (−1)
CHA
6 (−2)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses
darkvision 120 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft.
Challenge 3 (700 XP)
Rotting Presence. When any creature that isn’t a demon starts its turn within 30 feet one or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The nothic makes two attacks with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic chooses one creature within 30
see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the creature. The target automatically wins if it is immune to being charmed.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
body gave out just a short distance from land, and his corpse washed up on the beach with the next tide. If speak with dead is used to communicate with the body, it initially produces incoherent rambling
’ attack shattered his sanity, so that at best he can recount only that the attackers came from the sea, were humanoid in appearance, and had glowing eyes and rotting flesh.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
WIS
9(−1)
CHA
6(−2)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive
Perception 9
Languages Abyssal, telepathy 60 ft.
Challenge 3 (700 XP)
Rotting Presence. When any creature that isn’t a demon starts its turn within 30 feet one or more bulezaus, that creature must
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet and is blind beyond this distance. It can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it can’t right itself if knocked prone. As an action, it can fire a
amble forward on hinged legs to close the distance. If a ballista has nothing to attack on its turn, it returns to its startingposition.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft.
Challenge 3 (700 XP) Proficiency Bonus +2
Rotting
, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Score Mod Save
Int 6 −2 −2
Wis 12 +1 +3
Cha 12 +1 +1
Vulnerabilities Fire
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed
, Poisoned
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus two other languages
CR 3 (XP 700; PB +2)
Actions
Multiattack. The mummy makes two Rotting Fist attacks and uses
Compendium
- Sources->Dungeons & Dragons->Monster Manual
; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus two other languages
CR 3 (XP 700; PB +2)
Actions
Multiattack. The mummy
makes two Rotting Fist attacks and uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile
impede the neogi’s darkvision.
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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
curtain is pulled aside, the dreaded Lord of the Feast confronts the characters: The rotting head of a giant boar is mounted to the wall behind the final curtain. Fresh blood and gore spatters its tusks
, dribbling down the wall beneath it.
Any humanoid that can see the severed boar’s head must succeed on a DC 16 Wisdom saving throw or be charmed by it. On its turn, a charmed creature does nothing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
charmed, frightened, stunned, or knocked unconscious. As a bonus action, it can make an attack with its javelin. 2b. Duergar’s Crib The deformed creature in area 2a sleeps here on a bed of spongy black mold
dwell here. Two cling to the 10-foot-high ceiling, and two feed on the rotting corpse of a fifth carrion crawler lying amid the fungus.
The crawlers are natural enemies of the creature in area 2a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Qurrok. If no one has raised an alarm, Qurrok the stone giant is searching the cavern floor for interesting rocks and gem deposits.
Corpses. Amid the rocks on the cavern floor are the rotting corpses
turns every foot of actual distance into 12 feet of relative distance. From its perspective, the creature would seem to fall several hundred feet before suddenly growing twelve times bigger in the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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
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.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal. Ochre Jelly
)
CHA
1 (−5)
Damage Resistances acid
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
Saving Throws Int +4, Cha +2
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance),
passive Perception 12
Languages






