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Returning 35 results for 'charmed repeats granting to have remains'.
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charmed reverts grasping to have remains
charmed repeats grasping to have remains
charmed reverts granting to have remains
charmed repeat grasping to have remains
charmed repeat granting to have remains
Monsters
Monster Manual
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
Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by
Spells
Player’s Handbook
designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to
Monsters
Monster Manual
Undead Restoration. If the revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane
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.PoisonNecrotic, Psychic
Spells
Player’s Handbook
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.
A
spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose
Equipment
Ingested Poison
A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats
the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
Monsters
Monster Manual
. 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
.
Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charmed condition until the aboleth dies or is on a different plane of
Spells
Player’s Handbook
. 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
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
Spells
Player’s Handbook
. 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
One creature 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
Spells
Player’s Handbook
. 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
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
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
Saving Throw: DC 16. 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
Monsters
Monster Manual
":"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
. Constitution Saving Throw: DC 17. 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
Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Spells
Player’s Handbook
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
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
Magic Items
Dungeon Master’s Guide
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
Magic Items
Dungeon Master’s Guide
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Monsters
Waterdeep: Dragon Heist
Fey Ancestry. Soluun has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Gunslinger. Being within 5 feet of a hostile creature or attacking at long range
weapons, he carries four packets of smokepowder and a pouch containing twenty pistol bullets.
He wears a pair of drow-made boots of elvenkind granting advantage on Dexterity (Stealth) checks that rely on
Monsters
Tomb of Annihilation
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
humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
"} radiant damage, and the target must succeed on a DC 14 Wisdom saving throw or be charmed by the veil keeper until the start of the veil keeper’s next turn. While charmed in this way, a creature
attack, the veil keeper surrounds the creature with illusory mist, granting the creature half cover until the start of the veil keeper’s next turn.Masters of their innate illusory powers, irda
Monsters
Tales from the Yawning Portal
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
Hypnosis. The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie
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.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Enchanting Gaze", "rollDamageType":"psychic"} psychic damage and have the charmed condition until the end of its next turn.
Retribution
forbidden and dangerous magical secrets. The arcane nature of a witchkite’s hoard seeps into the dragon’s core, granting it spellcasting abilities and twisting its fiery breath into malevolent
Monsters
Waterdeep: Dragon Heist
. Victoro has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15
Victoro, acts as Victoro's ally, and can't summon other devils. It remains for 1 minute, until it or Victoro dies, or until Victoro dismisses it as an action.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
back, granting it a flying speed of 30 feet.
31–35
The target’s ears tear free from its head and scurry away; the target is deafened.
36–40
Two of the target’s teeth
turn into short tusks.
41–45
The target’s skin develops bark-like scales, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50
The
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
appear in the Monster Manual). A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can’t summon other devils. It remains for 1 minute
Monsters
Icewind Dale: Rime of the Frostmaiden
saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the Telepathic Pentacle takes 25 or more damage in a single turn, one of its heads dies
tapped by the city's elite. A short obituary is engraved around the lip of the well in Draconic: “Herein lie the immortal remains of the Telepathic Pentacle. Sit, meditate, and learn.”
Monsters
Candlekeep Mysteries
Fey Ancestry. The wood elf has advantage on saving throws against being charmed, and magic can’t put the wood elf to sleep.
Innate Spellcasting. The wood elf’s innate spellcasting
within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Monsters
Keys from the Golden Vault
, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
her triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym’s forges, granting her wondrous gifts.
Korda grew too ambitious for
Monsters
Acquisitions Incorporated
. Splugoth can take the Disengage or Hide action as a bonus action on each of his turns.
Touch of Madness. Splugoth has advantage on saving throws against being charmed or frightened.Multiattack. Splugoth
":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"slashing"} slashing damage.
Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while
Monsters
Waterdeep: Dungeon of the Mad Mage
Fey Ancestry. Drivvin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Spellcasting. Drivvin's innate spellcasting ability is Charisma (spell save DC 15
demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points.Archmages are powerful (and usually quite old) spellcasters dedicated to the
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
appear in the Monster Manual). A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can’t summon other devils. It remains for 1 minute
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
space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses
Spells
Xanathar's Guide to Everything
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the
enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close
Monsters
Acquisitions Incorporated
guardians
Fey Ancestry. Prophetess has advantage on saving throws against being charmed, and magic can't put her to sleep.Maul. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Discern Lie. The drow discerns when a creature in earshot speaks a lie in a language the drow knows.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can&rsquo
’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Spectral Dagger (Recharges after a Short or Long Rest). The drow
Monsters
Planescape: Adventures in the Multiverse
has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save
as an ally of the baernaloth, and can’t summon other yugoloths. It remains for 1 minute, until it or the baernaloth dies, or until the baernaloth dismisses it as an action.
Teleport. The