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Returning 35 results for 'building breathe diffusing charm remote'.
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Monsters
Keys from the Golden Vault
):
1/day each: arms of Hadar, charm person, mage armorMarkos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to
.
This quest for understanding became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact
Monsters
Tales from the Yawning Portal
Amphibious. Siren can breathe air and water.
Innate Spellcasting. Siren’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no
material components:
1/day each: charm person, fog cloud, greater invisibility, polymorph (self only)
Magic Resistance. Siren has advantage on saving throws against spells and other magical
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
Species
Eberron: Rising from the Last War
lies in charm and connections. A Ghallanda innkeeper hears many things—if you want to know what’s really going on in a community, talk to the halfling bartender. The leaders of House
reach of any government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be
Monsters
Locathah Rising
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 13th-level spellcaster. His
(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
Monsters
Candlekeep Mysteries
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
the wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): charm person, witch bolt
2nd level (3 slots): alter self, suggestion
3rd level (3 slots): dispel
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14
waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a
Genasi
Legacy
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don’t live in cities favor open lands such as plains, deserts, and high
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
remote even merfolk and sea elves rarely encounter them.
Haughty Nobles
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and
Backgrounds
Guildmasters’ Guide to Ravnica
the moss-covered building where I took part in my first reclamation mission.
5
I found something in the sewer that must never come to light.
6
I am forever grateful to the reclaimer who
spore druid responsible for a large rot farm.
5
There’s a troll in a remote area of the undercity who seems to find me interesting — and who knows more than you’d think.
6
An
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d10
, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragon’s hoard is hidden away in a more remote
Monsters
Sleeping Dragon’s Wake
Amphibious. Lhammaruntosz can breathe air and water.
Legendary Resistance (3/Day). If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Lhammaruntosz&rsquo
, mending
1st level (4 slots): charm person, detect magic, expeditious retreat, sleep
2nd level (3 slots): darkness, invisibility,suggestion
3rd level (3 slots): dispel magic, protection from energy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
+3, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 3 (700 XP)
Amphibious. Siren can breathe air and water.
Innate
Spellcasting. Siren’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
1/day each: charm person, fog cloud, greater
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
+3, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 3 (700 XP)
Amphibious. Siren can breathe air and water.
Innate
Spellcasting. Siren’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
1/day each: charm person, fog cloud, greater
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
+3, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 3 (700 XP)
Amphibious. Siren can breathe air and water.
Innate
Spellcasting. Siren’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
1/day each: charm person, fog cloud, greater
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
seems harmless and inconsequential. But Ghallanda’s strength lies in charm and connections. A Ghallanda innkeeper hears many things—if you want to know what’s really going on in a community, talk to the
government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
seems harmless and inconsequential. But Ghallanda’s strength lies in charm and connections. A Ghallanda innkeeper hears many things—if you want to know what’s really going on in a community, talk to the
government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
seems harmless and inconsequential. But Ghallanda’s strength lies in charm and connections. A Ghallanda innkeeper hears many things—if you want to know what’s really going on in a community, talk to the
government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
portcullis sits askew in the 40-foot-wide, 30-foot-tall archway that serves as the only entrance to this square building. Characters who pass beneath the portcullis find themselves in a mostly abandoned
the walls of this monumental building, their spires arching over its shattered roof.
This grand academy was a place of study for novice mages, where each one learned which schools of magic would
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
portcullis sits askew in the 40-foot-wide, 30-foot-tall archway that serves as the only entrance to this square building. Characters who pass beneath the portcullis find themselves in a mostly abandoned
the walls of this monumental building, their spires arching over its shattered roof.
This grand academy was a place of study for novice mages, where each one learned which schools of magic would
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
portcullis sits askew in the 40-foot-wide, 30-foot-tall archway that serves as the only entrance to this square building. Characters who pass beneath the portcullis find themselves in a mostly abandoned
the walls of this monumental building, their spires arching over its shattered roof.
This grand academy was a place of study for novice mages, where each one learned which schools of magic would
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
this way, even monsters that can’t be bribed or coerced can be useful to a beholder, making its lair a confusing zoo of hostile beasts. Although each use of the charm effect lasts only an hour
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with a low Charisma might come across as abrasive, inarticulate, or timid. BUILDING BRUENOR, STEP 4
Bob fills in some of Bruenor’s basic details: his name, his sex (male), his height and weight
noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny—to reclaim
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
this way, even monsters that can’t be bribed or coerced can be useful to a beholder, making its lair a confusing zoo of hostile beasts. Although each use of the charm effect lasts only an hour
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
this way, even monsters that can’t be bribed or coerced can be useful to a beholder, making its lair a confusing zoo of hostile beasts. Although each use of the charm effect lasts only an hour
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
drawn lurking dangers from more remote parts of the bayou. As he grows more proficient in his ability to siphon creatures’ energy to power his magic, Murgaxor is practicing lesser forms of the magic that
easily traversable but devoid of significant features or creatures): Building Ceilings. The ceiling of Wiltroot Hall (area W1) is 40 feet high. The ceilings of the observation huts (areas W2, W7, W9, W10
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
drawn lurking dangers from more remote parts of the bayou. As he grows more proficient in his ability to siphon creatures’ energy to power his magic, Murgaxor is practicing lesser forms of the magic that
easily traversable but devoid of significant features or creatures): Building Ceilings. The ceiling of Wiltroot Hall (area W1) is 40 feet high. The ceilings of the observation huts (areas W2, W7, W9, W10
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, Common
Challenge 15 (13,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a
, resistance, shape water, thunderclap*
1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave
2nd level (3 slots): darkvision, hold person, mirror image*, misty step*, pass
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, Common
Challenge 15 (13,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a
, resistance, shape water, thunderclap*
1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave
2nd level (3 slots): darkvision, hold person, mirror image*, misty step*, pass






