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Returning 35 results for 'bottom barrier diffusing charmed reclusive'.
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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
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
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
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
a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
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
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->Monster Manual (2014)
. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed. Dryads
stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness. Reclusive Fey. Dryads act as guardians of their woodland demesnes
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed. Dryads
stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness. Reclusive Fey. Dryads act as guardians of their woodland demesnes
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed. Dryads
stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness. Reclusive Fey. Dryads act as guardians of their woodland demesnes
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->Waterdeep: Dungeon of the Mad Mage
long by 10 feet wide. A statue of a humanoid figure lies shattered at the bottom of the pit. The broken statue is all that remains of Aasathra Raghthroknaar, a female dragonborn adventurer who was turned
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
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->Waterdeep: Dungeon of the Mad Mage
long by 10 feet wide. A statue of a humanoid figure lies shattered at the bottom of the pit. The broken statue is all that remains of Aasathra Raghthroknaar, a female dragonborn adventurer who was turned
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
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->Waterdeep: Dungeon of the Mad Mage
long by 10 feet wide. A statue of a humanoid figure lies shattered at the bottom of the pit. The broken statue is all that remains of Aasathra Raghthroknaar, a female dragonborn adventurer who was turned
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
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->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->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->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->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->Monster Manual (2014)
charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed
by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the
). Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition. Keen Senses. You have proficiency in the Insight, Perception, or Survival skill. Trance. You don’t need
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed
by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed
by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the Tairnadal are
the Charmed condition. Keen Senses. You have proficiency in the Insight, Perception, or Survival skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the Tairnadal are
the Charmed condition. Keen Senses. You have proficiency in the Insight, Perception, or Survival skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the Tairnadal are
the Charmed condition. Keen Senses. You have proficiency in the Insight, Perception, or Survival skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while the Kagonesti and the
). Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition. Keen Senses. You have proficiency in the Insight, Perception, or Survival skill. Trance. You don’t need






