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Returning 35 results for 'both bottom diffusing charmed riding'.
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Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Equipment. Verminaard wears plate, +2;+2 plate armor and wields the mace Nightbringer, which grants him darkvision as well as immunity to fire damage and to the charmed and frightened conditions (included
end of another creature’s turn. Verminaard regains spent legendary actions at the start of his turn.
Tactical Movement. Verminaard moves up to his speed or commands a mount he is riding to move
Monsters
Guildmasters’ Guide to Ravnica
0 hit points while riding its mount, the mount is reduced to 0 hit points as well.Multiattack. The archon makes two Hammer of Justice attacks.
Hammer of Justice. Melee Weapon Attack: +10
on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on
early on the mount immediately after it attacks.Kavalrachni are duergar cavalry trained to fight while riding female steeder;female steeders or other Underdark creatures as mounts.
Duergar
Duergar
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
Monsters
Fizban's Treasury of Dragons
later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a legendary emerald
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
Monsters
Fizban's Treasury of Dragons
.
Underground River. A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow
of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
riding horse with saddle bags (see the Monster Manual for statistics)
52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60–68 4 Potions of healing
, up to 2 feet deep), which you can place on a vertical surface you can reach
97–00 Portable ram
Top to Bottom: Rod of Absorption, Robe of
the Archmagi, and Robe of Useful Items
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
riding horse with saddle bags (see the Monster Manual for statistics)
52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60–68 4 Potions of healing
, up to 2 feet deep), which you can place on a vertical surface you can reach
97–00 Portable ram
Top to Bottom: Rod of Absorption, Robe of
the Archmagi, and Robe of Useful Items
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
riding horse with saddle bags (see the Monster Manual for statistics)
52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60–68 4 Potions of healing
, up to 2 feet deep), which you can place on a vertical surface you can reach
97–00 Portable ram
Top to Bottom: Rod of Absorption, Robe of
the Archmagi, and Robe of Useful Items
Monsters
Fizban's Treasury of Dragons
dragon spends little time in this part of the lair, visiting only when the spiders there need tending—or when the dragon needs a snack.
Underground River. A river flows along the right and bottom
succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision
to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision
to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision
to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Kavalrachni The kavalrachni are duergar cavalry, trained to fight while riding steeders. Duergar Kavalrachni
Medium humanoid (dwarf), lawful evil
Armor Class 16 (scale mail, shield)
Hit
charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Kavalrachni The kavalrachni are duergar cavalry, trained to fight while riding steeders. Duergar Kavalrachni
Medium humanoid (dwarf), lawful evil
Armor Class 16 (scale mail, shield)
Hit
charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Kavalrachni The kavalrachni are duergar cavalry, trained to fight while riding steeders. Duergar Kavalrachni
Medium humanoid (dwarf), lawful evil
Armor Class 16 (scale mail, shield)
Hit
charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
are filled with water. All the creatures in this room have been charmed and ordered to stay in their areas as long as their glass walls are intact. Map 4.5: Aquarium and Prison A 10-foot-square area
of glass wall has AC 15, and 20 hit points. The glass can also be broken with a successful DC 15 Strength check. The only exit from the room is the door that leads south out of the bottom tier. It
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
are filled with water. All the creatures in this room have been charmed and ordered to stay in their areas as long as their glass walls are intact. Map 4.5: Aquarium and Prison A 10-foot-square area
of glass wall has AC 15, and 20 hit points. The glass can also be broken with a successful DC 15 Strength check. The only exit from the room is the door that leads south out of the bottom tier. It
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if
the spell has a somatic or a material component.
Top to Bottom: Ollamh harp,
Anstruth harp, and Cli lyre
Instrument Rarity Spells All — Fly, invisibility, levitate, protection from evil
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
are filled with water. All the creatures in this room have been charmed and ordered to stay in their areas as long as their glass walls are intact. Map 4.5: Aquarium and Prison A 10-foot-square area
of glass wall has AC 15, and 20 hit points. The glass can also be broken with a successful DC 15 Strength check. The only exit from the room is the door that leads south out of the bottom tier. It
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
WIS
0
CHA
0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Jump. If the
check fails by 5 or more, the Devil’s Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
Action Stations
Helm (Requires 1 Crew and Grants Half
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
WIS
0
CHA
0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Jump. If the
check fails by 5 or more, the Devil’s Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
Action Stations
Helm (Requires 1 Crew and Grants Half
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
WIS
0
CHA
0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Jump. If the
check fails by 5 or more, the Devil’s Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
Action Stations
Helm (Requires 1 Crew and Grants Half
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
)
Skills Perception +11
Condition Immunities (Requires at Least Two Heads) blinded, charmed, deafened, frightened, stunned, unconscious
Senses darkvision 60 ft., passive Perception 21
Languages
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
)
Skills Perception +11
Condition Immunities (Requires at Least Two Heads) blinded, charmed, deafened, frightened, stunned, unconscious
Senses darkvision 60 ft., passive Perception 21
Languages
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
)
Skills Perception +11
Condition Immunities (Requires at Least Two Heads) blinded, charmed, deafened, frightened, stunned, unconscious
Senses darkvision 60 ft., passive Perception 21
Languages
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws Wis +10, Cha +9
Skills Perception +16, Religion +9
Damage Immunities fire
Condition Immunities charmed, frightened
Senses
can choose to succeed instead.
Special Equipment. Verminaard wears +2 plate armor and wields the mace Nightbringer, which grants him darkvision as well as immunity to fire damage and to the charmed
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 20
Languages all
Challenge 14 (11,500 XP)
Eye of the Law. As a bonus action, the archon can
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->Monstrous Compendium Volume Two
)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws Wis +10, Cha +9
Skills Perception +16, Religion +9
Damage Immunities fire
Condition Immunities charmed, frightened
Senses
can choose to succeed instead.
Special Equipment. Verminaard wears +2 plate armor and wields the mace Nightbringer, which grants him darkvision as well as immunity to fire damage and to the charmed
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 20
Languages all
Challenge 14 (11,500 XP)
Eye of the Law. As a bonus action, the archon can
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->Monstrous Compendium Volume Two
)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws Wis +10, Cha +9
Skills Perception +16, Religion +9
Damage Immunities fire
Condition Immunities charmed, frightened
Senses
can choose to succeed instead.
Special Equipment. Verminaard wears +2 plate armor and wields the mace Nightbringer, which grants him darkvision as well as immunity to fire damage and to the charmed
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 20
Languages all
Challenge 14 (11,500 XP)
Eye of the Law. As a bonus action, the archon can
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






