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Returning 35 results for 'charm returning guard to her rallying'.
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Monsters
The Book of Many Things
. Hulgaz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Charm Person
2/day each: Dispel Magic, Fog Cloud
regains spent legendary actions at the start of her turn.
Attack. Hulgaz makes one Claw attack.
Charm. Hulgaz uses Spellcasting to cast Charm Person.
Curdle Heart (Costs 2 Actions). Hulgaz sours
Monsters
Sleeping Dragon’s Wake
, 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
mad. She leaves on rare occasions to hunt for food, returning as soon as possible. Members of the Scaly Eye still live within the Bronze Shrine, as Lhammaruntosz has ordered them to stay on as her
Monsters
Curse of Strahd
to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him
vampire spawn under Strahd’s control.
Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw
Monsters
Mordenkainen's Fiendish Folio Volume 1
bound to their fey lord and unable to bargain away their souls. So rather than claim them, Fierna warped and twisted them before returning them to the Feywild, content that the corruption of the satyrs
, chaotic, and temperamental nature they all share. When its diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Foundling arrives to give you, Saerthe, and Boatswain Tarto a lift back to the academy. Seasoned staff are left behind to take care of the tyrant ship.
After returning to Spelljammer Academy on the
aren’t allowed to attend the senior staff briefing or see Miken, who is confined to his quarters. Two veterans stand guard outside Miken’s room, the door to which has an arcane lock spell cast on it.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Social Interaction LINDA LITHEN Characters lay on the charm while bartering for magic items with a green hag During their adventures, player characters meet many different people and face some
to flatter a guard. The Dungeon Master assumes the roles of any nonplayer characters who are participating. An NPC’s attitude toward your character is Friendly, Indifferent, or Hostile, as defined in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Construct. In the center of the room is a Huge scorpion constructed from metal. (This is an incomplete scaladar that is not active.)
11b. Scaladar Guards. Two scaladar (see appendix A) guard this room and
), his body was placed here by the scaladar servants that guard area 11b. The body is in stasis but can be attacked normally. It is unconscious and has AC 12 and 99 hit points. Without its spirit, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
portcullis. “There’s nothing to see!” shouts a guard, “Please move along.”
Solamnic knights mysteriously
arrive in Kalaman The characters learn the following from a gate guard or anyone in the crowd: An
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
combat using his claw and Wave.
Round 4. Gar swims back.
Round 5. Upon returning to the young kraken, Gar casts charm monster on the creature. It fails its saving throw and believes Gar to be a
plan to use the kraken’s blood—or if they did learn his plan, but never told Fhenimore and Whymsee about it. Regardless of the reason, the kraken priests are not alarmed or on guard when Gar
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
LaVerne and Charmayne Daymore, and a guard captain named Naevys Tharesso. Jhaeros’s rule was compassionate, just, and kind. Over the last year, however, Naevys watched with growing concern as Jhaeros
possess those qualities, she painstakingly created rituals to drain Jhaeros’s vitality and charm, and to funnel these qualities into herself. However, the magic only enhanced her greed and jealousy; the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the center of a thirty-foot-diameter, thirty-foot high circular chamber. Resting atop it is a hammer adorned with matching runes.
Six armored figures stand guard around the anvil. At the rear of the
appendix C) guard the anvil, which has the power to destroy other magic items. The anvil was a source of vexation for Ythryn’s tomb tappers, which believe magic items to be sacred. When Ythryn collapsed
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Trinket and Bauble guard the stall while Charm sees to the real business of carrying out her heist (described later in the chapter). Trinket and Bauble greet their customers with plenty of sass. Since
merchant’s stall, which is open for business. Their boss, Charm, is a darkling elder (see appendix C) who is presently visiting Bavlorna Blightstraw in her cottage. Charm travels around Prismeer in her
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
members of the faction, which seeks to foster harmony between nature and civilization. Members living in Waterdeep help guard the city against unnatural threats, including aberrations and undead. They
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
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->Waterdeep: Dragon Heist
offers membership in the enclave and bestows on each new member a charm of restoration (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). Jeryth also offers Phaulkonmere as a safe
, chased horses, and spooked farmers. No people have been killed as yet, so the City Guard is dragging its heels. Something must be done!” Not one but three scarecrows are terrorizing Undercliff. One wears a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pentagon, a hexagon, and an octagon.
This chamber belongs to the Sewn Sisters, a coven of three night hags loyal to Acererak. Together, the hags mother the atropal and guard the Soulmonger. They eagerly
charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to keep the living out of the realm of the dead and the dead from returning to the land of the living. Underworld Crossing Adventures Adventures in Underworld crossings usually involve the characters
returning to their mortal home to pass into the Underworld.
11 Seek an audience with Athreos.
12 Capture an Underworld cerberus (see chapter 6).
Underworld Crossing Map The Underworld
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
empty holds where prisoners, slain whales, and stolen goods are kept. Storvald is returning angry from not having caught a single whale, and that anger intensifies when he realizes that Svardborg has
around the iceberg to check on Cryovain’s mate in the temple of Thrym (area 4). Five frost giants remain aboard the Krigvind — four to man the ballistae and one to guard Cryovain (see the “Dragon in Chains” section). Map 7.3: Krigvind View Player Version
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
out on the swampland, past the marsh islands, but then she picked up her tools and ran as the soldiers ordered her to evacuate. Another stonemason claims to have seen heard some of the returning
best friends, the son and daughter of two of the fishers who are still out in the water.) This pronouncement sends the collected townsfolk into a panic again, forcing the guard Yorrum to put spear to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
stationed in other rooms. For example, three kobolds from one area 16 could be stationed in area 15 with orders to set an ambush for returning invaders. Or, four goblins from one area 36 could be
redeployed to area 32 to guard against another intrusion. Keep track of such changes, so that the characters don’t encounter the same kobolds or goblins twice.
Random Treasure. Each regular kobold and goblin is likely to have 2d10 sp, perhaps in the form of various coins and crude jewelry.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to as one. The Watch doesn’t patrol this area, however, and many crimes go uninvestigated. The City Guard oversees the Field Ward from the walls around it, but its members get involved only when folk
-duty members of the City Guard, situated on the corner of Endshift Street and the Breezeway. Though the guards might not be inclined to assist you, your status as a visitor to Waterdeep technically
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a huff and do not trouble the party again. They spend a couple days searching in vain for others to help them before returning home. Treasure Hruna carries a sealskin pouch that holds six bloodstones
(50 gp each). Korux carries 15 gp in a yeti fur-lined leather pouch. Storn carries a rusty iron lock (3 gp) as a good luck charm; he lost the key that opens it.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the camp recognizes the character. If characters are wearing Cult of the Dragon regalia taken from the rearguard, the characters have disadvantage on this roll because no one returning to camp at
a guard station of five guards. This check can be made only once for the group; they can’t talk their way out of a failure. After the initial opportunity to enter the camp has passed, characters need
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
in the camp recognizes the character. If characters are wearing Cult of the Dragon regalia taken from the rearguard, the characters have disadvantage on this roll because no one returning to camp at
past a guard station of five guards. This check can be made only once for the group; they can’t talk their way out of a failure. After the initial opportunity to enter the camp has passed, characters
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of her shoulders or waggle of her finger is a well-rehearsed ploy, a gesture she has weaponized to put her targets off guard. Hulgaz is a charmer in both the common and magical sense. She effortlessly
will: Charm Person
2/day each: Dispel Magic, Fog Cloud
1/day: Teleport
Legendary Actions
Hulgaz can take 3 legendary actions, choosing from the options below. Only one legendary action option can
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from his wagon to the coronation, leaving Thaco the clown behind to guard the Staff Area. Mister Witch and Dirlagraun stand on the sidelines next to Candlefoot as Mister Light gives an opening speech and
, Tumblestrum distracts pursuers with a song before disappearing as mysteriously as she appeared. Development The Witchlight Monarch gains the following charm (see “Supernatural Gifts” in the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
some help in overcoming the demon lords.
At an opportune moment, Jimjar shows up (even returning from death if he appeared to perish earlier in the adventure) and gives the characters a vote of
shapeshifters, and foes of demons and their ilk. The more important thing is that he serves as a “lucky charm” for the characters when they need him. This option works particularly well if the adventurers have
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, the campestris adopt the song into their routine and bestow a charm of heroism (see “Supernatural Gifts” in the Dungeon Master’s Guide) on the character responsible. The campestris in any given fairy
ring can bestow this charm once only. Check the Story Tracker: any character who received singing lessons from Palasha the mermaid in chapter 1 has advantage on this check. Activating the Fey Crossing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, hoping that the characters survive and returning to thank them if they prevail. Tlad Xolbrys uses his magic to help the characters unless it looks like they’re near defeat, whereupon the drow turns
) Mirror guardian Attacks all other creatures, then stands guard next to the mirror 10 — — — 11 Lukanu (N female Chultan champion; see appendix D) Bodyguard to Queen Napaka of Omu, trapped during the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
approach (as detailed in the “Evading Guards” section), the DC of those checks decreases by 2 against the off-duty guards. Locked Door. The door to area T3 is locked. Each guard in the vault has a key
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
guarded by two skeletal knights (see appendix B). The knights guard the door to the sanctuary (area S12), and they notice anyone using the southeast stairs to area S3. Lorry Wanwillow S11: Rubble and
shrieking in triumph, the Dragon Armies marching across the face of Ansalon, and a dark temple rising from broken ground. The character gains the charm Dragon Queen’s Will (a type of supernatural gift
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
adventurers herself. If her true nature is revealed, she tries to snatch the Korolnor Scepter (see appendix B) from Serissa’s clutches before fleeing the stronghold and returning to her lair in Anauroch
protects Serissa, who retreats to area 11 if seriously threatened. Iymrith escapes through the pool if her true nature is revealed. The hill giants stand guard outside the doors at all times. 19 10 hunter
Compendium
- Sources->Dungeons & Dragons->Stranger Things
same time as a returning hunting party of 8 troglodytes. They must defeat the hunting party before they can enter the caves. Area 1: Cave Entrance. A successful DC 15 Intelligence (Investigation) or
+ 2 bludgeoning damage. Those who succeed take half as much damage. The hall becomes impassable. Area 8: Guard Post. Eight troglodyte guards are stationed here. If the characters enter or make too
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, hoping that the goddess might hold enough sway over Strahd to persuade him to free her beloved. Zuleika Toranescu Kiril has ordered Zuleika to guard the prisoners. If the characters rescue Emil and return
(worth 250 gp) An ornate electrum censer with platinum filigree (worth 750 gp) Anyone who steals from Mother Night is cursed. The werewolves know this, and thus don’t go out of their way to guard the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
rather than claim them, Fierna warped and twisted them before returning them to the Feywild, content that the corruption of the satyrs would be adequate compensation for her failure. Bifurcated Souls
diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way into earning trust from those it encounters, casting itself as a