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                        Returning 17 results for 'charmed which revert'.
                    
                
                        
                            
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                                        charmed which reverts
                                    
                                
                                    
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                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
Luring Song
                                                
                                            
                                                
                                                    . 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: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    
9th level (1 slot): foresight
Elven. She has advantage on saving throws against being charmed, and magic can't put her to sleep.Scimitar. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
                                                
                                            
                                                
                                                     falls to the ground, melds with her new form, or is worn by the new form. Wyllow reverts to her true form if she dies or falls unconscious. Wyllow can revert to her true form using a bonus action on her
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , provided that it isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place
                                                
                                            
                                                
                                                     saving throw against this magic or be charmed by Zorak. The charmed target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     unconscious, provided that she isn't in sunlight or running water. If she can't transform, she is destroyed.
While she has 0 hit points in mist form, she can't revert to her vampire form, and she must reach
                                                
                                            
                                                
                                                     succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Keresta. The charmed target regards Keresta as a trusted friend to be heeded and protected. Although the target isn't under
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     destroyed.
While he has 0 hit points in mist form, he canât revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire
                                                
                                            
                                                
                                                     against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isnât under Strahdâs control, but it takes Strahdâs requests
                                                
                                            
                                        
                                                    Drow Arachnomancer
                                                    
    
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                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                    Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
                                                
                                            
                                                
                                                     saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following
                                                
                                            
                                        
                                                    Vampire Warrior
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
                                                
                                            
                                                
                                                     target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded
                                                
                                            
                                        
                                                    Vampire
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     canât revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it
                                                
                                            
                                                
                                                    . The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
                                                
                                            
                                                
                                                     vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     + 3) slashing damage.
 Fleeting Form. The matriarch can magically disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus
                                                
                                            
                                                
                                                     succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics
                                                
                                            
                                                
                                                     canât activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.
 Fey Ancestry. The drow has advantage on saving throws against being charmed, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                     itself off as the creature. This transformation ends if the high fae is reduced to 0 hit points, uses this bonus action again, or uses a bonus action to revert to its true form.
High Fae Kindguard Marta
                                                
                                            
                                                
                                                    
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
 Condition Immunities charmed, exhaustion, frightened
 Senses darkvision 60 ft., passive Perception 19
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him against other members of the adventuring party. The Vampireâs Minions Whenever Strahd
                                                
                                            
                                                
                                                     has 0 hit points in mist form, he canât revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
 Regeneration. The giant
                                                
                                            
                                                
                                                    
 12(+1)
Saving Throws Dex +6, Con +9, Wis +3
 Skills Athletics +14, Perception +3
 Condition Immunities charmed, frightened
 Senses darkvision 60 ft., passive Perception 13
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     with the Hagâ). If Uncle Nibblecheek is slain, all creatures candied by his magic (see âCandied Creaturesâ) revert to their former forms. Fighting both the dragon and the hag might not end in the
                                                
                                            
                                                
                                                     Dragon Wyrmling that knows Common and Dwarvish. When she came upon the cottage, Uncle Nibblecheek tricked her into eating a magic pastry that makes her obedient; Briochebane has the Charmed condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , Undercommon
 Challenge 2 (450 XP)
 Duergar Resilience. Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
 Innate
                                                
                                            
                                                
                                                     there are no other creatures in the room that they can attack on their turn, the suits of armor deactivate and revert to their inanimate state. Elevator. A box-shaped iron elevator car constantly goes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . They use the pegasus stat block, with these changes: The glass pegasi are Constructs with immunity to exhaustion and the charmed, frightened, paralyzed, and petrified conditions. They have AC 15 while
                                                
                                            
                                                
                                                     not moving; doing so locks both doors and causes the pegasi to revert to inanimate glass statues. Development. Characters can use the carriage to travel beyond Prismeer to other locations in the
                                                
                                            
                                        






