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Returning 35 results for 'charm water revert'.
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Monsters
Monster Manual
vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
Monsters
Waterdeep: Dungeon of the Mad Mage
, provided that it isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place
Shapechanger. If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Zorak can't
Monsters
Spelljammer: Adventures in Space
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
takes shelter inside a rock, a bush, a tree, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while it is magically protected in
Monsters
Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature, stoneskin
falls to the ground, melds with her new form, or is worn by the new form. Wyllow reverts to her true form if she dies or falls unconscious. Wyllow can revert to her true form using a bonus action on her
Monsters
Tomb of Annihilation
its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice).Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a
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
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
Mordenkainen Presents: Monsters of the Multiverse
elemental
4
Giant crocodile
5
Mammoth
6
Flail snail
7
Triceratops
8
Water elemental
Change Shape (2/Day). The archdruid magically transforms into a Beast or an
new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action.
While in a new form, the archdruid’s stat block
Monsters
Out of the Abyss
following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st Level (4 slots): charm person, create or destroy water
2nd Level (3 slots): hold person, silence
3rd Level (2 slots
Monsters
Waterdeep: Dungeon of the Mad Mage
unconscious, provided that she isn't in sunlight or running water. If she can't transform, she is destroyed.
While she has 0 hit points in mist form, she can't revert to her vampire form, and she must reach
Shapechanger. If Keresta isn't in sunlight or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form.
While in bat form, Keresta
Monsters
Princes of the Apocalypse
on saving throws against charm and fear effects.
Natural springs and pools within 1 mile of the lair form intermittent portals to the Elemental Plane of Water, allowing elemental creatures into the
instead.
Magic Resistance. Olhydra has advantage on saving throws against spells and other magical effects.
Water Form. Olhydra can enter a hostile creature’s space and stop there. She can move
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
further use of these elemental weapons, or when the giant dies, the weapons disappear.
A storm giant quintessent can revert to their true giant form temporarily and can maintain that form long enough
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage
Monsters
Waterdeep: Dungeon of the Mad Mage
to water and is destroyed.
Charm. A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any
Backgrounds
Baldur’s Gate: Descent into Avernus
fellows, or on the run?
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky
charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes
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
Monsters
Vecna: Eve of Ruin
flaws:
Harmed by Running Water. While in running water, Strahd takes 20 acid damage if he ends his turn there, and he can’t use his Change Shape.
Sunlight Hypersensitivity. While in sunlight
Fire", "rollDamageType":"necrotic"} necrotic damage on a failed save or half as much damage on a successful one.
Charm. Strahd targets one Humanoid he can see within 30 feet of himself. The target must
Magic Items
Bigby Presents: Glory of the Giants
;t be used again until 14 days have passed.
Whenever you command the figurine while it’s in tyrannosaurus rex form (including commanding it to revert to figurine form), you must roll a d20. On
up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 4 days have passed.
While you are riding the plesiosaurus, you can use it to cast water breathing at will.
Monsters
Curse of Strahd
from evil and good
2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon
3rd level (3 slots): create food and water, speak with dead, spirit guardians
4th level (3 slots
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
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
;s spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:
1/day each: create food and water, detect thoughts, fog cloud
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
’s temple or tomb is warped in any of the following ways by the creature’s dark presence:
Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical
Monsters
Curse of Strahd
Special Equipment. In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.
Spellcasting. Ezmerelda is a 7th-level
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
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
Monsters
Locathah Rising
person, lesser restoration, moonbeam3rd level (3 slots): conjure animals, dispel magic, water breathing4th level (3 slots): charm monster, freedom of movement5th level (2 slots): greater restoration
druid spells prepared:
Cantrips (at will): guidance, mending, shape water, shillelagh1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals2nd level (3 slots): darkvision, hold
Vampire
Legacy
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Monsters
Basic Rules (2014)
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form
through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
Spirit Naga
Legacy
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Monsters
Basic Rules (2014)
frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight
Archdruid
Legacy
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Monsters
Volo's Guide to Monsters
animals
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.
While in a new form, the archdruid retains its
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
Sailor
Legacy
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Backgrounds
Player’s Handbook (2014)
Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone
Pirate
Legacy
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Backgrounds
Player’s Handbook (2014)
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or
Merrenoloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Innate Spellcasting. The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: charm
person, darkness, detect magic, dispel magic, gust of wind
3/day: control water
1/day: control weather
Magic Resistance. The merrenoloth has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a