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Returning 35 results for 'charmed smooth'.
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charmed shoots
Magic Items
Planescape: Adventures in the Multiverse
This small, smooth stone contains the essence of a single experience.
As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the
stone.
Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process.
Monsters
Vecna: Eve of Ruin
will: Disguise Self, Invisibility (self only), Mage Hand, Minor Illusion
2/day each: Darkness, Dominate Monster, Mass Suggestion, Telekinesis, TeleportRaklupis spyder-fiends have hard, smooth shells
Pandesmos.Cold, Fire, Lightning, PoisonDemand Loyalty. The raklupis magically ends the charmed and frightened conditions on itself and on any number of allies within 60 feet of itself.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
one Wave of Sorrow attack.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.The appearance of
issues the same command to all the targets.
Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair
Graz'zt
Legacy
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Monsters
Out of the Abyss
legendary actions at the start of his turn.
Attack. Graz’zt attacks once with the Wave of Sorrow.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its
to all the targets.
Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity
Monsters
Fizban's Treasury of Dragons
of caves and tunnels; the stone surfaces are smooth and water-worn, and the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and
. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative
Monsters
Fizban's Treasury of Dragons
the other tarn. The dragon uses the underwater passage as a secret entrance and emergency exit.
Main Caves. The lair is a complex of caves and tunnels; the stone surfaces are smooth and water-worn, and
the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Its skin becomes clammy and as smooth as a salamander’s. Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of
+6
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 13
Languages Common, telepathy 60 ft.
Challenge 4 (1,100 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Its skin becomes clammy and as smooth as a salamander’s. Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of
+6
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 13
Languages Common, telepathy 60 ft.
Challenge 4 (1,100 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Raklupis Spyder-Fiend Raklupis spyder-fiends have hard, smooth shells and gleaming spines. With luxuriantly furry wolf heads, powerful arms, and alluring voices, raklupises are the only spyder-fiends
, Telekinesis, Teleport
Bonus Actions
Demand Loyalty. The raklupis magically ends the charmed and frightened conditions on itself and on any number of allies within 60 feet of itself.
Conceptopolis
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Raklupis Spyder-Fiend Raklupis spyder-fiends have hard, smooth shells and gleaming spines. With luxuriantly furry wolf heads, powerful arms, and alluring voices, raklupises are the only spyder-fiends
, Telekinesis, Teleport
Bonus Actions
Demand Loyalty. The raklupis magically ends the charmed and frightened conditions on itself and on any number of allies within 60 feet of itself.
Conceptopolis
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
inevitables, beings dedicated to the smooth exaction of laws across the planes. Kolyaruts wield blades with deadly efficiency, allowing them to defend themselves on their excursions and slice through any who
; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
inevitables, beings dedicated to the smooth exaction of laws across the planes. Kolyaruts wield blades with deadly efficiency, allowing them to defend themselves on their excursions and slice through any who
; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
circular audience chamber with cold, unlit lanterns hanging from brackets set into the stone wall, heavy carpets covering the smooth stone floor, and a throne-like stone chair on a raised dais to the left
neutral evil. Vizeran’s fey ancestry gives him advantage on saving throws against being charmed, and magic can’t put him to sleep. Vizeran can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
circular audience chamber with cold, unlit lanterns hanging from brackets set into the stone wall, heavy carpets covering the smooth stone floor, and a throne-like stone chair on a raised dais to the left
neutral evil. Vizeran’s fey ancestry gives him advantage on saving throws against being charmed, and magic can’t put him to sleep. Vizeran can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is nonmagical
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 24 (62,000 XP
turn.
Abyssal Magic. Graz’zt uses Spellcasting or Teleport.
Attack. Graz’zt makes one Wave of Sorrow attack.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is nonmagical
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 24 (62,000 XP
turn.
Abyssal Magic. Graz’zt uses Spellcasting or Teleport.
Attack. Graz’zt makes one Wave of Sorrow attack.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
disadvantage on Dexterity (Stealth) checks. Leaves change color to contrast with those trying to hide among them, branches move to reveal creatures, fog clears, and so on. Smooth Roads. Difficult terrain
save, the creature is charmed by the dragon for 24 hours. On a successful save, the creature is immune to this effect for the next 24 hours. Icy Water. All streams and bodies of water within 6 miles
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
disadvantage on Dexterity (Stealth) checks. Leaves change color to contrast with those trying to hide among them, branches move to reveal creatures, fog clears, and so on. Smooth Roads. Difficult terrain
save, the creature is charmed by the dragon for 24 hours. On a successful save, the creature is immune to this effect for the next 24 hours. Icy Water. All streams and bodies of water within 6 miles
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
immune to poison damage as well as the charmed, frightened, and poisoned conditions. It doesn’t need to eat, drink, sleep, or breathe. It doesn’t speak. It can’t make ranged attacks, and it can’t be
, and its bars are spaced 2 feet apart. A Medium or smaller creature can easily slip between the bars, but the walls of the pit are too smooth to climb without the aid of climbing gear or magic. Six-foot
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
immune to poison damage as well as the charmed, frightened, and poisoned conditions. It doesn’t need to eat, drink, sleep, or breathe. It doesn’t speak. It can’t make ranged attacks, and it can’t be
, and its bars are spaced 2 feet apart. A Medium or smaller creature can easily slip between the bars, but the walls of the pit are too smooth to climb without the aid of climbing gear or magic. Six-foot
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
above the floor, a secret door is hidden. The door is nearly impossible to find from the floor, requiring a successful DC 30 Wisdom (Perception) check. The smooth wall is hard to climb without aid
are audible from either doorway even with the doors closed. A deep pit surrounded by loose rock and rubble scars the smooth marble floor of this chamber. A heavy rope descending into the pit is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
above the floor, a secret door is hidden. The door is nearly impossible to find from the floor, requiring a successful DC 30 Wisdom (Perception) check. The smooth wall is hard to climb without aid
are audible from either doorway even with the doors closed. A deep pit surrounded by loose rock and rubble scars the smooth marble floor of this chamber. A heavy rope descending into the pit is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
longer immune to being charmed. Augmentation Chambers The magic of these chambers allows Thayans to bestow glimmers of intelligence into living oozes, making them obedient and more capable combatants
4 (1d8) acid damage. The wights aren’t affected, thanks to their boots. Raised Altar. This raised altar is 10 feet above the floor. It has sides of smooth stone. White Gate. The corridor to the east
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
longer immune to being charmed. Augmentation Chambers The magic of these chambers allows Thayans to bestow glimmers of intelligence into living oozes, making them obedient and more capable combatants
4 (1d8) acid damage. The wights aren’t affected, thanks to their boots. Raised Altar. This raised altar is 10 feet above the floor. It has sides of smooth stone. White Gate. The corridor to the east
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to be a vampire. The extent of the vampire’s network of charmed servants, undead allies, and willing sycophants took the Hellriders by surprise. An undead plague swamped Elturel, and although its
is nearing the end of his years. When he passes or can no longer cope with the demands of his office, I hope that Elturgard can make a smooth transition to equally strong leadership. It is during such
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to be a vampire. The extent of the vampire’s network of charmed servants, undead allies, and willing sycophants took the Hellriders by surprise. An undead plague swamped Elturel, and although its
is nearing the end of his years. When he passes or can no longer cope with the demands of his office, I hope that Elturgard can make a smooth transition to equally strong leadership. It is during such
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, piercing, and slashing from nonmagical attacks
Damage Immunities thunder
Condition Immunities charmed, frightened, paralyzed, petrified
Senses truesight 120 ft., passive Perception 24
creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature has the charmed condition until the end of its next turn. While it has the charmed condition, the creature must
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, piercing, and slashing from nonmagical attacks
Damage Immunities thunder
Condition Immunities charmed, frightened, paralyzed, petrified
Senses truesight 120 ft., passive Perception 24
creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature has the charmed condition until the end of its next turn. While it has the charmed condition, the creature must
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
15 Wisdom (Perception) check notices that the curving wall just west of the southern entrance is less smooth than the other walls, holding stair-like footholds. They go about four feet up the side of
the creature notices a creature that isn’t one of its allies, it becomes besotted with that creature and has the Charmed condition for 1 hour. Sleeping Concoction. The Burning Circle’s sleeping concoction requires three Arborean rose blossoms (see “Nature Lovers”).
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
15 Wisdom (Perception) check notices that the curving wall just west of the southern entrance is less smooth than the other walls, holding stair-like footholds. They go about four feet up the side of
the creature notices a creature that isn’t one of its allies, it becomes besotted with that creature and has the Charmed condition for 1 hour. Sleeping Concoction. The Burning Circle’s sleeping concoction requires three Arborean rose blossoms (see “Nature Lovers”).
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
that approaches within 10 feet of the edge must succeed on a DC 13 Wisdom saving throw or be compelled to leap into the pit (a creature ignores this effect if immune to being charmed). Such a creature
gold coffer wrought to look like a sleeping dragon with violet garnet eyes (worth 1,000 gp). The coffer holds 200 pp and a dark, smooth river rock (a loadstone; see appendix A). True Name Box. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
that approaches within 10 feet of the edge must succeed on a DC 13 Wisdom saving throw or be compelled to leap into the pit (a creature ignores this effect if immune to being charmed). Such a creature
gold coffer wrought to look like a sleeping dragon with violet garnet eyes (worth 1,000 gp). The coffer holds 200 pp and a dark, smooth river rock (a loadstone; see appendix A). True Name Box. If
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
it goes and can’t be coaxed into veering off course unless they are magically charmed. Suggested Encounter Three days after the characters arrive in Fireshear, a frost giant greatship with white dragon
feet tall, its surfaces worn smooth by time. The enormous basin surrounding the altar mound is shaped like the silhouette of a leaping elk stag, although this image isn’t readily apparent when the area
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
it goes and can’t be coaxed into veering off course unless they are magically charmed. Suggested Encounter Three days after the characters arrive in Fireshear, a frost giant greatship with white dragon
feet tall, its surfaces worn smooth by time. The enormous basin surrounding the altar mound is shaped like the silhouette of a leaping elk stag, although this image isn’t readily apparent when the area
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that the creature is only pretending to serve while it assesses its would-be master. When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own
the dragon dies. Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative