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Returning 35 results for 'charm rolling guardian to have require'.
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Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
Blessing
Bless
7–12
Bead of Curing
Cure Wounds (level 2 version)
13–16
Bead of Favor
Greater Restoration
17–18
Bead of Smiting
Shining Smite
19
Bead of Summons
Guardian of Faith
20
Bead of Wind Walking
Wind Walk
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
–48
Guardian Naga
49–51
Hill Giant
52–54
Hobgoblin Warrior
55–57
Incubus
58–60
Iron Golem
61–63
Knight
64–66
Kobold
Monsters
Curse of Strahd
. An animated object doesn't require air, food, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points
becomes inanimate and is too damaged to be of much use or value to anyone.
A guardian portrait looks like a finely rendered and beautifully framed work of art, usually depicting someone important in a
Monsters
Icewind Dale: Rime of the Frostmaiden
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature. The living spell doesn't require air, food, drink, or sleep.Force Fist
serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster.
Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell
Monsters
Spelljammer: Adventures in Space
half damage if it fails, provided it isn’t incapacitated.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a tiny pile of moondust, a cloud of
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
Monsters
Tomb of Annihilation
half damage if it fails.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling
supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living
Monsters
Mythic Odysseys of Theros
). It can innately cast the following spells, requiring no material components:
3/day each: cure wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic
facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
PoisonRadiant
Monsters
Journeys through the Radiant Citadel
together, whereupon the soul shaker reforms and regains all its hit points.
Unusual Nature. The soul shaker doesn’t require air, food, drink, or sleep.Crushing Grasp. Melee Weapon Attack: +7
its many arms. However, should a soul shaker encounter someone with an impressionable mind, the creature attempts to charm the individual, using them as a lure to tempt others into its hunting grounds
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the stone cursed isn’t a statue.
Unusual Nature. The stone cursed doesn’t require air, food, drink, or sleep.Petrifying Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType
, animating the statue and turning it into a useful guardian.
Stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and
Monsters
Mythic Odysseys of Theros
all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its
facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn’t require food, drink, or sleep.
PoisonPsychic
Magic Items
Bigby Presents: Glory of the Giants
bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
1 minor beneficial property
1 major beneficial property
1 minor
). When you cast the spell this way, the spell doesn’t require concentration. Once this property is used, it can’t be used again until the next dawn.
Monsters
Eberron: Rising from the Last War
idol can innately cast the following spells, requiring no material components:
At will: charm person, cure wounds, disguise self, thaumaturgy
1/day each: commune, dominate person, insect plague, mass
material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom.
Immortal Nature. A radiant idol doesn't require food, drink, or sleep.Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
Monsters
Curse of Strahd
): divination, freedom of movement, guardian of faith
5th level (2 slots): greater restoration, raise dead
6th level (1 slot): find the path, harm, true seeing
7th level (1 slot): fire storm
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
Monsters
Icewind Dale: Rime of the Frostmaiden
is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other magical effects.
Unusual Nature. The brain doesn’t require air, food
(spell save DC 14):
At will: detect thoughts, mage hand, zone of truth
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha's hideous
Species
Spelljammer: Adventures in Space
.
Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.
Thri-kreen
regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to
Backgrounds
Guildmasters’ Guide to Ravnica
are added to all of them.)
Selesnya Guild Spells
Spell Level
Spells
Cantrip
druidcraft, friends
1st
aid, animal friendship, charm person
2nd
animal
.
Selesnya Contacts
d8
Contact
1
A wise centaur trainer believed in me even though I was a terrible student.
2
A good friend has risen to become a Ledev guardian.
3
I left
Monsters
Mordenkainen Presents: Monsters of the Multiverse
until the end of its next turn.
Unusual Nature. The oblex doesn’t require sleep.Multiattack. The elder oblex makes two Pseudopod attacks, and it uses Eat Memories.
Pseudopod. Melee Weapon Attack
, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: charm person (as 5th-level spell), detect thoughts
3/day each: dimension door, dominate
Monsters
Mordenkainen Presents: Monsters of the Multiverse
until the end of its next turn.
Unusual Nature. The oblex doesn’t require sleep.Multiattack. The oblex makes two Pseudopod attacks, and it uses Eat Memories.
Pseudopod. Melee Weapon Attack: +7
spell components and using Intelligence as the spellcasting ability (spell save DC 15):
3/day each: charm person (as 5th-level spell), detect thoughts, hypnotic patternOlder oblexes, called adults
Bone Naga
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
components to cast its spells.
If the naga was a guardian naga in life, its spellcasting ability is Wisdom, and it has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame
ability is Intelligence, and it has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, sleep
2nd level (3 slots
Water Weird
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.A water weird is an elemental guardian bound to a specific water-filled
with a purify food and drink spell.
Elemental Nature. A water weird doesn’t require air, food, drink, or sleep.PoisonFire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Supernatural gifts come in two forms: Blessing. A Blessing is usually bestowed by a god or a godlike being. Charm. A Charm is usually the work of a powerful spirit, a magical location, or a mythic creature. Unlike a magic item, a supernatural gift isn’t an object and doesn’t require Attunement.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Traps Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down
the game. The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Traps Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down
the game. The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
amulet.
Construct Nature. A shield guardian doesn’t require air, food, drink, or sleep.
Shield Guardian
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 142
Shield Guardian Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, creativity, and magical flair are encouraged. The pin is a magic item called a masque charm. Its magic can help students dress for the Magister’s Masquerade. Masque charms are only for use during the
Magister’s Masquerade. Students caught wearing a masque charm or using its magic outside the event are withdrawn from any Extracurriculars for the rest of the academic year. All third-year students
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators. Elemental Nature. An Izzet weird doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bestowed by a god or a godlike being. A charm is typically the work of a powerful spirit, a location of ancient magic, or a creature that has legendary actions. Unlike a magic item, a supernatural gift
isn’t an object and doesn’t require attunement. It gives a character an extraordinary ability, which can be used one or more times.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wants the characters to destroy Zyrian’s ghost so that she can free herself from The Scrivener’s Tale, but she doesn’t share that information yet.) If the characters require further enticement, the
princess offers to immediately bestow upon each of them the following supernatural charm (see the Dungeon Master’s Guide for more information on supernatural charms), which she can do even while
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
)
Warding wind (evocation)
3rd Level
Erupting earth (transmutation)
Flame arrows (transmutation)
Tidal wave (conjuration)
Wall of water (evocation)
4th Level
Charm monster (enchantment
)
Elemental bane (transmutation)
Guardian of nature (transmutation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Maelstrom (evocation)
Transmute rock (transmutation
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area. Stone Guardian. A galeb duhr doesn’t age or require
. Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
place of those described in the Dungeon Master’s Guide.
Charm of Air Bubbles This charm allows you to cast the air bubble spell (see the Astral Adventurer’s Guide) as an action. Once used three times
, this charm goes away.
Charm of Instant Tools This charm allows you to magically conjure a set of artisan’s tools, navigator’s tools, or thieves’ tools. The conjured tools appear either in your hand
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
damage if it fails.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former
supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a