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Returning 35 results for 'charmed remains gains to have repeat'.
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Spells
Player’s Handbook
movement to dance in place.
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has
Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
Spells
Player’s Handbook
natural plant that isn’t a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains
the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the
Monsters
Monster Manual
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
. 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
Spells
Player’s Handbook
Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration
saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
Magic Items
Dungeon Master’s Guide
Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.
02–10
A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM
forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then
Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
Spells
Player’s Handbook
DEX
14
+2
+2
CON
16
+3
+3
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
16
+3
+3
Resistances Radiant
Immunities Charmed
spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
Magic Items
Dungeon Master’s Guide
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
+9. On a hit, the target takes 1d6 + 5 Force damage.
As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip
Magic Items
Dungeon Master’s Guide
-75
When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
Magic Items
Dungeon Master’s Guide
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a
, and attacks you.
91–95
A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your
Magic Items
Mythic Odysseys of Theros
A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long
creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is
Monsters
Tales from the Yawning Portal
drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target
kelpie returns to its true form if it takes a bonus action to do so or if it dies.
False Appearance. While the kelpie remains motionless in its true form, it is indistinguishable from normal
Equipment
communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Disrupt. Constructs of
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
Monsters
Tomb of Annihilation
as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.
Regeneration. The creeper regains 10 hit points at the start of its turn. If the
Monsters
Guildmasters’ Guide to Ravnica
on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature's speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending
on the Crowd. Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of
Magic Items
Tasha’s Cauldron of Everything
. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
2
Outer Essence
Essence Shard, Good;Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
4
Outer Essence Shard, Evil;Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
Monsters
Tales from the Yawning Portal
Amphibious. Kalka-Kylla can breathe air and water.
False Appearance. While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder.
Shell. Kalka-Kylla
can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed.Multiattack. Kalka
Monsters
Icewind Dale: Rime of the Frostmaiden
Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long
damage.
Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it for 1 minute. A creature
Spells
Elemental Evil Player's Companion
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is
and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Monsters
Out of the Abyss
Fey Ancestry. Quenthel has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Innate Spellcasting. Quenthel's innate spellcasting ability is Charisma (spell
. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success
Monsters
Strixhaven: A Curriculum of Chaos
must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the save at the end of each of its turns, ending the effect on itself on a success.Often referred
minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.Joyful Flare. Melee Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit
Monsters
Tales from the Yawning Portal
can choose to succeed instead.
Rejuvenation. If Var is destroyed but his phylactery remains intact, Var gains a new body in 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation
","rollDamageType":"cold"} cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Magic Resistance. The nightmare haunt has advantage on saving throws against spells and other magical effects.
Somnophage. At the start of its turn, the nightmare haunt gains a number of temporary
must repeat the saving throw. On a failed save, it has the unconscious condition instead of the restrained condition caused by the tendrils. On a successful save, the effect ends on the creature. An
Monsters
Ghosts of Saltmarsh
matriarch, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target
. The matriarch sings a magical melody. Every humanoid and giant within 300 feet of the matriarch that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends
Monsters
Planescape: Adventures in the Multiverse
Enchanting Presence for 24 hours.
Whenever the muse deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.
feet of the muse must make a DC 13 Wisdom saving throw. On a failed save, the creature has the charmed condition for 1 minute. On a successful save, the creature becomes immune to any muse’s
Monsters
Strixhaven: A Curriculum of Chaos
of the guide. The target doesn’t move into obviously dangerous ground, such as a fire or a pit. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on
30 feet of the guide must succeed on a DC 11 Wisdom saving throw or be magically charmed by the guide for 1 hour.
A charmed target must move on its turn toward the guide, trying to get within 5 feet
Monsters
Eberron: Rising from the Last War
charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Belashyrra taps into the eyesight of creatures in its lair and alters their
stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of
Monsters
Waterdeep: Dungeon of the Mad Mage
creature that successfully grapples the staff must succeed on a DC 12 Charisma saving throw or be charmed by the staff until the staff is no longer in its grasp. While the creature is charmed, the staff
can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect
ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving
Monsters
Guildmasters’ Guide to Ravnica
Captivating Presence. Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until
can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points.
Innate Spellcasting. Rakdos’s spellcasting ability is Charisma (spell save DC 25). He can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Plague of Worms", "rollDamageType":"necrotic"} necrotic damage at the start of each of the mage’s turns. The creature can repeat the
, the mage gains 10 temporary hit points.The mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
Monsters
Mordenkainen Presents: Monsters of the Multiverse
communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
Monsters
Out of the Abyss
Insanity. Narrak has advantage on saving throws against being charmed or frightened.
Magic Resistance. Narrak has advantage on saving throws against spells and other magical effects.
Spellcasting
.
One with Shadows. While he is in dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction.