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Returning 35 results for 'charm writing repeats'.
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charge writing reveals
charge writing reverts
charge writing repeat
charm waiting retreats
charmed writhing repeats
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
":"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
Mordenkainen Presents: Monsters of the Multiverse
":"Forgetfulness", "rollDamageType":"psychic"} psychic damage and become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on
, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Forgetfulness", "rollDamageType":"psychic"} psychic damage and become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on
spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and
Amnizu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:
At will: charm person, command
3
1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it
Amnizu (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:
At will: charm person, command
3
1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
following spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has
must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
following spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has
must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has advantage
succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spells, requiring no material components:
At will: charm person, command
3/day each: dominate person, fireball
1/day each: dominate monster, feeblemind
Magic Resistance. The amnizu has advantage
succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d12) psychic damage and become stunned for 1 minute. A stunned creature repeats the saving throw at
: dominate monster
1/day: feeblemind
Reactions
Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack’s range, the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d12) psychic damage and become stunned for 1 minute. A stunned creature repeats the saving throw at
: dominate monster
1/day: feeblemind
Reactions
Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack’s range, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the beholder has already used that ray during this turn):
Charm Ray. Wisdom Saving Throw
. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
to his vampiric charm, but she can recall clearly the blazing hunger in his eyes. She tells the characters that wolves and other terrible creatures attacked the house night after night for weeks. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the beholder has already used that ray during this turn):
Charm Ray. Wisdom Saving Throw
. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom
Compendium
- Sources->Dungeons & Dragons->Monster Manual
following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the death tyrant has already used that ray during this turn):
Charm Ray. Wisdom Saving Throw: DC 17
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
to his vampiric charm, but she can recall clearly the blazing hunger in his eyes. She tells the characters that wolves and other terrible creatures attacked the house night after night for weeks. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
following magical rays at a target it can see within 120 feet of itself (roll 1d10; reroll if the death tyrant has already used that ray during this turn):
Charm Ray. Wisdom Saving Throw: DC 17
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Failure: The target has the Poisoned condition. While Poisoned, the target’s Hit Point maximum doesn’t return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse
. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Spellcasting. The djinni casts one of the following spells, requiring no Material components
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Failure: The target has the Poisoned condition. While Poisoned, the target’s Hit Point maximum doesn’t return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse
. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Spellcasting. The djinni casts one of the following spells, requiring no Material components
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed.
If Iarno is surprised, add the following paragraph: Sitting at the desk is a short, dark-bearded
carnelians (10 gp each), two peridots (15 gp each), and one pearl (100 gp). It also contains two magic items that Iarno brought with him from Neverwinter: a scroll of charm person and a scroll of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
begins his request with an air of charm and mystery, but it quickly devolves into tearful sincerity. The figure who approached you strokes his mustache, adjusts his floppy hat, and tightens his scarf
Guide to Monsters. To make more coin, he began work on a new book, Volo’s Guide to Spirits and Specters. As it happens, his knowledge of spirits mostly concerns the alcoholic variety, and the writing
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed.
If Iarno is surprised, add the following paragraph: Sitting at the desk is a short, dark-bearded
carnelians (10 gp each), two peridots (15 gp each), and one pearl (100 gp). It also contains two magic items that Iarno brought with him from Neverwinter: a scroll of charm person and a scroll of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
begins his request with an air of charm and mystery, but it quickly devolves into tearful sincerity. The figure who approached you strokes his mustache, adjusts his floppy hat, and tightens his scarf
Guide to Monsters. To make more coin, he began work on a new book, Volo’s Guide to Spirits and Specters. As it happens, his knowledge of spirits mostly concerns the alcoholic variety, and the writing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spawn under the vampire’s control.
Bonus Actions
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17
(Recharge 6). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the save at the end of each of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spawn under the vampire’s control.
Bonus Actions
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17
(Recharge 6). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the save at the end of each of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
darkvision 120 ft., passive Perception 19
Languages Common, Infernal; can read all writing
Challenge 14 (11,500 XP)
Limited Magic Immunity. Mahadi can’t be affected or detected by spells of 6th level
18, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
darkvision 120 ft., passive Perception 19
Languages Common, Infernal; can read all writing
Challenge 14 (11,500 XP)
Limited Magic Immunity. Mahadi can’t be affected or detected by spells of 6th level
18, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the other from the left, to meet at a landing on the second level 30 feet above your heads. That layout repeats on the second level, and the third level, but with each successive layer adding less
possibility of a recurrence. Each character who agrees receives a supernatural charm (see chapter 7 of the Dungeon Master’s Guide) to aid their task. Assign charms to characters that are appropriate to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
instead of this one.
Actions
Multiattack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss.
Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
RYU College of Glamour Subclass Level 3: Beguiling Magic You always have the Charm Person and Mirror Image spells prepared. In addition, immediately after you cast an Enchantment or Illusion spell
condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once you use this benefit, you can’t use it again until you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
RYU College of Glamour Subclass Level 3: Beguiling Magic You always have the Charm Person and Mirror Image spells prepared. In addition, immediately after you cast an Enchantment or Illusion spell
condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once you use this benefit, you can’t use it again until you
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the other from the left, to meet at a landing on the second level 30 feet above your heads. That layout repeats on the second level, and the third level, but with each successive layer adding less
possibility of a recurrence. Each character who agrees receives a supernatural charm (see chapter 7 of the Dungeon Master’s Guide) to aid their task. Assign charms to characters that are appropriate to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
instead of this one.
Actions
Multiattack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss.
Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
). Quill thinks that if he can get close enough to Renekor, he can charm the beholder into revealing information on how to escape Wisteria Vale, or manipulate the beholder’s reality-warping magic to
create an exit from the demiplane. The last note Quill made was about his fear that Renekor suspects his schemes. The ink is smeared as if he had been interrupted in the middle of writing it. M8. Master