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Returning 35 results for 'charmed warded relative'.
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Monsters
Guildmasters’ Guide to Ravnica
on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire.
The target's hit point maximum is reduced by an amount
be wielding a melee weapon.Plenty of blood drinkers haunt Ravnica's alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.
Orzhov Vampires. Vampires
Demilich
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Blood Drinker Vampire Plenty of blood drinkers haunt Ravnica’s alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds. Orzhov Vampires. Vampires thrive
) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Blood Drinker Vampire Plenty of blood drinkers haunt Ravnica’s alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds. Orzhov Vampires. Vampires thrive
) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
an enemy with such intent sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house the souls of these protectors. In the form of this sacred statue, an eidolon
, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city. Remallia Haventree
Medium humanoid (elf
, Halfling
Challenge 9 (5,000 XP)
Special Equipment. Remallia has a figurine of wondrous power (silver raven).
Fey Ancestry. Remallia has advantage on saving throws against being charmed, and magic
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
an enemy with such intent sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house the souls of these protectors. In the form of this sacred statue, an eidolon
, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city. Remallia Haventree
Medium humanoid (elf
, Halfling
Challenge 9 (5,000 XP)
Special Equipment. Remallia has a figurine of wondrous power (silver raven).
Fey Ancestry. Remallia has advantage on saving throws against being charmed, and magic
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
Throws Con +6, Int +6, Wis +4
Skills Arcana +9
Damage Resistances acid, necrotic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
)
Saving Throws Con +6, Int +6, Wis +4
Skills Arcana +9
Damage Resistances acid, necrotic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
)
Saving Throws Con +6, Int +6, Wis +4
Skills Arcana +9
Damage Resistances acid, necrotic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
Throws Con +6, Int +6, Wis +4
Skills Arcana +9
Damage Resistances acid, necrotic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul
, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul
, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
within 30 feet of it. The targeted humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next
their relative strength. But they are all forces of corruption and evil. Nothing good can come from their influence. No bargain made with them ends in anything other than madness, plague, death, or worse.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
within 30 feet of it. The targeted humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next
their relative strength. But they are all forces of corruption and evil. Nothing good can come from their influence. No bargain made with them ends in anything other than madness, plague, death, or worse.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
charmed or frightened, and against features that turn undead. The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such creatures can’t teleport into or out of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
charmed or frightened, and against features that turn undead. The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such creatures can’t teleport into or out of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
magic item (of the DM’s choice). Arcane Matters d10 Magical Event 1 You were charmed or frightened by a spell. 2 You were injured by the effect of a spell. 3 You witnessed a powerful spell being
riding horse. 4 You found some money. You have 1d20 gp in addition to your regular starting funds. 5 A relative bequeathed you a simple weapon of your choice. 6 You found something interesting. You gain
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
magic item (of the DM’s choice). Arcane Matters d10 Magical Event 1 You were charmed or frightened by a spell. 2 You were injured by the effect of a spell. 3 You witnessed a powerful spell being
riding horse. 4 You found some money. You have 1d20 gp in addition to your regular starting funds. 5 A relative bequeathed you a simple weapon of your choice. 6 You found something interesting. You gain
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the Dragon and her escape from the stronghold at the caldera of the Well of Dragons. (If possible, make Cylanestriel an associate, mentor, or relative of someone in the party.) Use this encounter
Mithral Hall and then hanged himself. In truth, the Cult of the Dragon sent a succubus spy to Waterdeep. She charmed the Neverwinter aide into collecting information for her, but the other aide
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Cult of the Dragon and her escape from the stronghold at the caldera of the Well of Dragons. (If possible, make Cylanestriel an associate, mentor, or relative of someone in the party.) Use this
Mithral Hall and then hanged himself. In truth, the Cult of the Dragon sent a succubus spy to Waterdeep. She charmed the Neverwinter aide into collecting information for her, but the other aide
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Cult of the Dragon and her escape from the stronghold at the caldera of the Well of Dragons. (If possible, make Cylanestriel an associate, mentor, or relative of someone in the party.) Use this
Mithral Hall and then hanged himself. In truth, the Cult of the Dragon sent a succubus spy to Waterdeep. She charmed the Neverwinter aide into collecting information for her, but the other aide
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the Dragon and her escape from the stronghold at the caldera of the Well of Dragons. (If possible, make Cylanestriel an associate, mentor, or relative of someone in the party.) Use this encounter
Mithral Hall and then hanged himself. In truth, the Cult of the Dragon sent a succubus spy to Waterdeep. She charmed the Neverwinter aide into collecting information for her, but the other aide
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Cult of the Dragon and her escape from the stronghold at the caldera of the Well of Dragons. (If possible, make Cylanestriel an associate, mentor, or relative of someone in the party.) Use this
Mithral Hall and then hanged himself. In truth, the Cult of the Dragon sent a succubus spy to Waterdeep. She charmed the Neverwinter aide into collecting information for her, but the other aide
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s backstory, someone the character wronged on a previous quest, or a relative of someone the character killed or brought to ruin. This person might seek revenge in combat or through social sabotage
)
Speed 30 ft.
STR
8 (−1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
16 (+3)
CHA
15 (+2)
Skills Performance +4, Stealth +6
Condition Immunities charmed
Senses
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s backstory, someone the character wronged on a previous quest, or a relative of someone the character killed or brought to ruin. This person might seek revenge in combat or through social sabotage
)
Speed 30 ft.
STR
8 (−1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
16 (+3)
CHA
15 (+2)
Skills Performance +4, Stealth +6
Condition Immunities charmed
Senses
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Cult of the Dragon and her escape from the stronghold at the caldera of the Well of Dragons. (If possible, make Cylanestriel an associate, mentor, or relative of someone in the party.) Use this
Mithral Hall and then hanged himself. In truth, the Cult of the Dragon sent a succubus spy to Waterdeep. She charmed the Neverwinter aide into collecting information for her, but the other aide
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
ignores this effect if immune to being charmed). The magic blades in the arch come to life when any creature comes within 5 feet of the opening. A creature that moves through the arch must make a DC 15
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
ignores this effect if immune to being charmed). The magic blades in the arch come to life when any creature comes within 5 feet of the opening. A creature that moves through the arch must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charmed or Frightened condition. Level 14: Revelation in Flesh You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charmed or Frightened condition. Level 14: Revelation in Flesh You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use