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Returning 35 results for 'charmed weapon results'.
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Magic Items
Dungeon Master’s Guide
to 0 Hit Points, Blackrazor devours your soul (see “Devour Soul” below).
While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
Spells
Player’s Handbook
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands
type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll
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
, it can’t be used again for 1 hour.
Destroying an Orb. An Orb of Dragonkind has AC 20 and is destroyed if it takes damage from a Weapon, +3;+3 Weapon or a Disintegrate spell. Nothing else can harm it.
Monsters
Monster Manual
":"damage", "rollAction":"Pistol", "rollDamageType":"Piercing"} Piercing damage.Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC
creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Monsters
Monster Manual
", "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
damage.Defensive Stance. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the
Monsters
Monster Manual
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
Monsters
Monster Manual
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in
Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of
Magic Items
Baldur’s Gate: Descent into Avernus
Magic Weapon. The Blade of Avernus is a magic weapon that functions as a vorpal sword.
Random Properties. The sword has the following randomly determined properties, as described in chapter 7 of the
Avernus. As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed
Spells
Tasha’s Cauldron of Everything
and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
Spectral wings
appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
rolls made with this weapon. When you hit with an attack roll using it, the target takes an additional 4d4 radiant damage.
If you have an evil alignment, you also gain the following benefits when
attuned to Nightbringer:
Blessing of the Dragon Queen. You are immune to the charmed and frightened conditions, and you gain immunity to one of the following damage types (choose when you attune to the
Monsters
Mythic Odysseys of Theros
breath weapon is available, it can use the breath in place of its head or its claws.
Claws. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claws"} to hit, reach 5
ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Head. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
Monsters
Van Richten’s Guide to Ravenloft
in this stat block.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Limbs"} to hit, reach 5 ft., one target
to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result.
The results of these
Monsters
Storm King's Thunder
that rely on smell.
Poison Sense. A tressym can detect whether a substance is poisonous by taste, touch, or smell.Claws. Melee Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit
","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 1 slashing damage.A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet.
Thought to be the results of wizardly
Magic Items
Tasha’s Cauldron of Everything
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your
. 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
Monsters
Van Richten’s Guide to Ravenloft
.
Claw. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Proboscis"} to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3","rollType":"damage","rollAction
Monsters
Van Richten’s Guide to Ravenloft
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage
the gremishka’s initiative.Gremishkas are the vicious products of mistakes made by novice spellcasters seeking to create life. The results are cat-sized, magically unstable creatures with
Monsters
Van Richten’s Guide to Ravenloft
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 0 ft., one target in the swarm’s space. Hit: 12 (3d6 + 2);{"diceNotation":"3d6+2","rollType
by novice spellcasters seeking to create life. The results are cat-sized, magically unstable creatures with a taste for the trappings of magic—particularly spellbooks, spell components
Monsters
Van Richten’s Guide to Ravenloft
during this move, the creature must succeed on a DC 16 Strength saving throw or be knocked prone.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of
Monsters
Van Richten’s Guide to Ravenloft
Body","rollDamageType":"acid"} acid damage.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Limbs"} to hit
can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result
Monsters
Van Richten’s Guide to Ravenloft
Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Limbs"} to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs
has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in
Monsters
Van Richten’s Guide to Ravenloft
saving throw or be knocked prone.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Limbs"} to hit, reach 5 ft., one
the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result.
The results of
Spells
Fizban's Treasury of Dragons
, necrotic, psychic, radiant, thunder
Condition Immunities charmed, frightened, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages Draconic, understands the languages
until the spell ends.
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your
Monsters
Vecna: Eve of Ruin
.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage
feet of itself. The target must succeed on a DC 13 Wisdom saving throw or have the charmed condition until the start of the star angler’s next turn. While charmed in this way, the target has the
Monsters
Curse of Strahd
feet and its high jump is up to 10 feet, with or without a running start.20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed
with a successful DC 12 Wisdom (Insight) check.Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
Monsters
Tyranny of Dragons
, the dragonclaw ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an
Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it
Monsters
Van Richten’s Guide to Ravenloft
two Claw attacks or one Claw attack and one Tentacles attack.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 8
","rollDamageType":"necrotic"} necrotic damage.
Tentacles. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 5 ft., one creature. Hit: 11 (1d6 + 4
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
successfully resists the staff's control can't be charmed by it for 24 hours.
A creature holding the staff that isn't charmed by it can use an action to attempt to break the staff over a knee or against a
Monsters
Strixhaven: A Curriculum of Chaos
, drink, or sleep.Multiattack. The guide makes two Slam attacks.
Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 6
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
Mordenkainen Presents: Monsters of the Multiverse
must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and
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
Monsters
Tales from the Yawning Portal
seaweed.Multiattack. The kelpie makes two slam attacks.
Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2
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
Tomb of Annihilation
regenerate.Touch. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Touch"} to hit, reach 5 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage
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
Ghosts of Saltmarsh
against spells and other magical effects.Multiattack. The matriarch makes two claws attacks.
Claws. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claws"} to hit
. 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
Waterdeep: Dragon Heist
Fey Ancestry. Tally has advantage on saving throws against being charmed, and magic can’t put him to sleep.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
Monsters
Ghosts of Saltmarsh
Abolethic Vassal. The skum is permanently charmed by its aboleth master.
Amphibious. The skum can breathe air and water.
Psychic Conditioning. The skum is immune to the frightened and charmed
"} acid damage every 10 minutes it goes without exposure to water.Multiattack. The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch.
Trident. Melee Weapon Attack: +7