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Returning 35 results for 'bring blessed diffusing charm restrained'.
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being bleed diffusing charmed restrained
being blessed diffusing chain restrained
being blessed diffusing charm restrained
beings blessed diffusing charm restrained
being blessed diffusing charge restrained
Monsters
Monster Manual
":"roll", "rollAction":"Eye rays"}; reroll if the death tyrant has already used that ray during this turn):
Charm Ray. Wisdom Saving Throw: DC 17. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType
":"damage", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.
Paralyzing Ray
Monsters
Monster Manual
", "rollAction":"Eye Rays"}; reroll if the beholder has already used that ray during this turn):
1: Charm Ray. Wisdom Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only. 2: Paralyzing Ray. Constitution
Monsters
Monster Manual
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.NecroticCharm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Charm
Monsters
Quests from the Infinite Staircase
Hand, Minor Illusion
2/day each: Charm Person, Disguise Self, Silent Image
1/day each: Crown of Madness, ShatterChampions are blessed by Usamigaras to advance the faction by any means necessary. They
Monsters
Phandelver and Below: The Shattered Obelisk
":"bludgeoning"} bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed
following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 8):
At will: minor illusion
1/day: charm person (already cast)LightningCold, Fire
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Vine", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it has the grappled condition (escape DC 18). While grappled, the creature also has the restrained condition. The
than itself that it can see within 60 feet of itself with the might and wisdom of the forest. While blessed in this way, a creature can use the treefolk’s Tree Stride trait and gains 5 (2d4
Monsters
Keys from the Golden Vault
. Sythian casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: mage hand, prestidigitation
1/day each: charm person, faerie fire, unseen servant
successful one.Sythian Skalderang has been blessed by the demon lord Graz’zt. Graz’zt’s gift to Sythian manifests in several ways, including Sythian’s ability to conjure
Yuan-ti Malison (Type 3)
Legacy
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Monsters
Monster Manual (2014)
grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered
Monsters
Locathah Rising
(at will): frostbite, mending, resistance, shape water, thunderclap*
1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave2nd level (3 slots): darkvision, hold person
, mirror image*, misty step*, pass without trace, protection from poison3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*4th level (3 slots): charm monster
Monsters
Tales from the Yawning Portal
rays at random;{"diceNotation":"1d8","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray. The targeted creature
must succeed on a DC 14 Strength saving throw or Thaxalia moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of Thaxalia’s next turn or
Beholder
Legacy
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Monsters
Monster Manual (2014)
following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
If
Graz'zt
Legacy
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Monsters
Out of the Abyss
spells, requiring no material components:
At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
3/day each: counterspell, darkness, dominate person, sanctuary
body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"acid"} acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage
.
Anathemas don’t age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire regions under their control.PoisonAcid
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature
on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of the tyrant’s next turn or
Monsters
Guildmasters’ Guide to Ravnica
: message
3/day each: charm person, hold person, mirror image, sleep
1/day each: gaseous form, major image
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus
grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 7 (2d6
Monsters
Curse of Strahd
components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a
power of magical foresight. In the guise of Madam Eva, she uses this ability to help Strahd. She can send her Vistani out in their wagons to visit other worlds and bring adventurers to Strahd’s
Backgrounds
Guildmasters’ Guide to Ravnica
You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat&rsquo
are added to all of them.)
Selesnya Guild Spells
Spell Level
Spells
Cantrip
druidcraft, friends
1st
aid, animal friendship, charm person
2nd
animal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
grapple ends, the target is restrained, and the shadar-kai can’t grapple another target.
5–6: Topple. The target is knocked prone.Those who have fought shadow dancers describe the
the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen’s gloomy castle.NecroticShadow Jump. The shadar-kai teleports, along with any
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 10 (3d6
in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the
Monsters
Curse of Strahd
following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw
for two years, helping him track down and slay many creatures of the night. But because van Richten could never bring himself to fully trust a Vistana, he kept secrets from her. The two vampire
Vampire
Legacy
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Monsters
Basic Rules (2014)
":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction
dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 10 (3d6);{"diceNotation
then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the
Monsters
The Book of Many Things
bring cosmic wrath upon the characters.The Rogue’s Lair
This villain resides in a place of power and safety, whether that’s a hidden thieves’ guildhall or a lavish manse. The lair is
creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare
Monsters
Out of the Abyss
magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the
Monsters
Tyranny of Dragons
, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead, dispel
all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lord’s Lair
A mummy lord watches
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Demogorgon Ability Score Adjustment: Up to a +4 bonus to Strength, Charisma, or both Signature Spells: Charm person (1st level), enlarge/reduce (2nd level), vampiric touch (3rd level) Demogorgon’s
followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Madness trait. Two Minds of Madness. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Demogorgon Ability Score Adjustment: Up to a +4 bonus to Strength, Charisma, or both Signature Spells: Charm person (1st level), enlarge/reduce (2nd level), vampiric touch (3rd level) Demogorgon’s
followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Madness trait. Two Minds of Madness. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Demogorgon Ability Score Adjustment: Up to a +4 bonus to Strength, Charisma, or both Signature Spells: Charm person (1st level), enlarge/reduce (2nd level), vampiric touch (3rd level) Demogorgon’s
followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Madness trait. Two Minds of Madness. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws.
Magic Items
Baldur’s Gate: Descent into Avernus
are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this
sword simply by grasping it. She couldn’t bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also
Monsters
Storm King's Thunder
North. The Lords’ Alliance represents one of the greatest threats to dragons in Faerûn, so Iymrith is keen to bring about its end.Blue dragons make their lairs in barren places, using
","rollType":"damage","rollAction":"Collapsing Ceiling","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or
Monsters
Waterdeep: Dungeon of the Mad Mage
, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage
the following night as a vampire spawn under Zorak's control.
Charm. Zorak targets one humanoid he can see within 30 feet of him. If the target can see Zorak, the target must succeed on a DC 17 Wisdom
Orc
Legacy
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Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a serpentine dragon—like the mythical Dragon of Heavenly Blessings—soaring through the clouds. All the characters, whether they saw this omen or not, gain the following charm (a type of supernatural
gift detailed in the Dungeon Master’s Guide). Way of the Dragon. You are as elusive and free as the Dragon of Heavenly Blessings. This charm has 6 charges. As an action, you can expend 1 charge and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a serpentine dragon—like the mythical Dragon of Heavenly Blessings—soaring through the clouds. All the characters, whether they saw this omen or not, gain the following charm (a type of supernatural
gift detailed in the Dungeon Master’s Guide). Way of the Dragon. You are as elusive and free as the Dragon of Heavenly Blessings. This charm has 6 charges. As an action, you can expend 1 charge and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a serpentine dragon—like the mythical Dragon of Heavenly Blessings—soaring through the clouds. All the characters, whether they saw this omen or not, gain the following charm (a type of supernatural
gift detailed in the Dungeon Master’s Guide). Way of the Dragon. You are as elusive and free as the Dragon of Heavenly Blessings. This charm has 6 charges. As an action, you can expend 1 charge and






