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Returning 35 results for 'charmed 6 cause invisible being'.
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Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Chapter 6 – Curst: Invisible Bonds The gate-town of Curst stands as an entrapping ring around the gate to the prison plane of Carceri. A sinkhole of betrayers and a haven for those who don’t want to
Monsters
Monster Manual
choice of (A) the Charmed condition until the start of the githzerai’s next turn or (B) the Prone condition, provided the target is a Large or smaller creature.
Spellcasting. The githzerai casts one
of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Mage Hand (the hand is Invisible) 1/Day Each: Plane Shift, See
Magic Items
Dungeon Master’s Guide
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as
Spells
Player’s Handbook
(Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam
shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
Spells
Player’s Handbook
You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly
Spells
Player’s Handbook
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Monsters
Monster Manual
", "rollAction":"Claw"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 5 (2d4);{"diceNotation":"2d4
the spellcasting ability (spell save DC 12):
At Will: Mage Hand (the hand is Invisible), Minor Illusion 2/Day: Mind SpikePsionic Defense (3/Day). The quaggoth casts Feather Fall or Shield in response
Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Monsters
Monster Manual
save DC 14):
At Will: Mage Hand (the hand is Invisible) 1/Day Each: Phantasmal Killer (level 6 version), Plane Shift, See InvisibilityPsionic Defense (2/Day). The githzerai casts Feather Fall or Shield
Monsters
Monster Manual
Multiattack. The githzerai makes two Psi Strike attacks.
Psi Strike. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Psi Strike"}, reach 5 ft. Hit: 6 (1d8 + 2
: Mage Hand (the hand is Invisible) 1/Day: See InvisibilityPsionic Defense (2/Day). The githzerai casts Feather Fall or Shield in response to the spell’s trigger, requiring no spell components and
Monsters
Monster Manual
Multiattack. The githyanki makes three Silver Sword attacks. It can replace one attack with a use of Spellcasting to cast Telekinesis if available.
Silver Sword. Melee Attack Roll: +6;{"diceNotation
":"1d20+6", "rollType":"to hit", "rollAction":"Silver Sword"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Silver Sword", "rollDamageType":"Slashing
Monsters
Monster Manual
damage, and the target has the Charmed condition until the start of the satyr’s next turn.
Fey Melody (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fey Melody"}. The
:
Charming. The target has the Charmed condition for 1 minute. While Charmed, the target has the Incapacitated condition and uses all its movement to dance in place. The effect ends on the target if it
Monsters
Monster Manual
a successful DC 14 Wisdom (Insight) check.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit
, +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
Monsters
Monster Manual
Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1", "rollType":"damage", "rollAction":"Claw
Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While
Monsters
Monster Manual
.
Conjured Dragon’s Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"s Breath"}. Dexterity Saving Throw: DC 18, each creature in a 90-foot Cone. Failure: 27 (6d8
spellcasting ability (spell save DC 18, +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Mage Hand (the hand is Invisible) 2/Day
Magic Items
Dungeon Master’s Guide
orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
Monsters
Monster Manual
Needle Sword. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Needle Sword"}, reach 5 ft. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction
":"Needle Sword", "rollDamageType":"Piercing"} Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Enchanting Bow"}, range 40/160 ft
Spells
Player’s Handbook
failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear
Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).
Monsters
Monster Manual
following effect:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.
Magic Resistance. The
;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
Spells
Player’s Handbook
.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
Monsters
Monster Manual
liquid large enough to support the target. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and magically devours its brain.
Mind Burst (Recharge 5–6);{"diceNotation":"1d6
Magic, Detect Thoughts, Disguise Self, Mage Hand (the hand is Invisible) 1/Day Each: Clairvoyance, Dimension Door, Fireball (level 5 version), Lightning Bolt (level 5 version), Plane Shift (self only
Monsters
Monster Manual
it is underwater.
While the cursed creature is outside a body of water, the creature takes 6 (1d12);{"diceNotation":"1d12", "rollType":"damage", "rollAction":"Mucus Cloud Curse", "rollDamageType
. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Consume Memories
Monsters
Monster Manual
", "rollDamageType":"Radiant"} Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn.
Spellcasting. The pixie casts
: Detect Thoughts, Fly, Major ImageBurst of Wonder (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Burst of Wonder"}. The pixie casts Entangle, Polymorph, or Tasha's Hideous Laughter, requiring no Material components and using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
"}, reach 5 ft. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Scimitar", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage
", "rollAction":"Scimitar", "rollDamageType":"Poison"} Poison damage, and the target suffers one of the following effects of the pirate’s choice:
Awestruck. The target has the Charmed condition
Spells
Player’s Handbook
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous
a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Monsters
Monster Manual
-foot Emanation originating from the animal lord. Failure: The target suffers one of the following effects:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn
. While Charmed, the target has the Incapacitated condition. Fearful (Hunter Only). The target has the Frightened condition until the end of its next turn. Mired (Sage Only). The target takes 10 (3d6
Monsters
Monster Manual
":"roll", "rollAction":"Chaos Blade"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
version), Cloudkill (level 6 version), Fly, Plane Shift, TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its
Spells
Player’s Handbook
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft.; Passive Perception 6
Languages Understands the languages you know
CR None (XP 0; PB equals your
Monsters
Monster Manual
condition. Failure: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.NecroticCharm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Charm
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the start of the vampire’s next turn.
Hunger of Hadar (Recharge 5–6);{"diceNotation":"1d6", "rollType
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
Monsters
Monster Manual
", "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
damage only. 6: Telekinetic Ray. Strength Saving Throw: DC 16 (the target succeeds automatically if it is Gargantuan). Failure: The beholder moves the target up to 30 feet in any direction. The target has
Duergar Kavalrachni
Legacy
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Monsters
Out of the Abyss
. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"War Pick
Monsters
Heroes of the Borderlands
Needle Sword. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Needle Sword"}, reach 5 ft. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction
":"Needle Sword", "rollDamageType":"Piercing"} Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Enchanting Bow"}, range 40/160 ft
Duergar Stone Guard
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Phalanx Formation. The duergar has advantage on
well as on Wisdom (Perception) checks that rely on sight.King's Knife. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"King"} to hit, reach 5 ft., one target. Hit: 7






