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                        Returning 35 results for 'charmed will resting'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
                                                
                                            
                                                
                                                    , it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
                                                
                                            
                                                
                                                    , and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn
                                                
                                            
                                                
                                                    .
Spellcasting. The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Dancing Lights, Druidcraft, Invisibility (self only) 1/Day Each: Detect Thoughts, Fly, Sleep
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . Failure: 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Majestic Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed or Frightened condition
                                                
                                            
                                                
                                                     and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Major Image, Project ImageWarding Charm. Trigger: A creature hits the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     choice of (A) the Charmed condition until the start of the githzerai’s next turn or (B) the Prone condition, provided the target is a Large or smaller creature.
Spellcasting. The githzerai casts one
                                                
                                            
                                                
                                                     of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Mage Hand (the hand is Invisible) 1/Day Each: Plane Shift, See
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollDamageType":"Radiant"} Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn.
Spellcasting. The pixie casts
                                                
                                            
                                                
                                                     one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Dancing Lights, Druidcraft, Invisibility (self only) 1/Day Each
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Beguiling Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the end of the performer’s next turn. Success: Half
                                                
                                            
                                                
                                                     damage only.
Spellcasting. The performer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Minor Illusion, Prestidigitation 1/Day: Tasha's Hideous Laughter (level 3 version)
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     5 ft. or range 60 ft. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Beguiling Strike", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed
                                                
                                            
                                                
                                                     save DC 16):
At Will: Mage Armor (included in AC), Mage Hand, Minor Illusion 1/Day Each: Befuddlement, Detect Thoughts, Fly, Scrying, Shatter (level 7 version)Shield (2/Day). The noble casts Shield in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"3d6+3", "rollType":"damage", "rollAction":"Serpentine Gaze", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the start of the naga’s next turn
                                                
                                            
                                                
                                                    .
Spellcasting. The naga casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand, Thaumaturgy 1/Day Each: Command, Detect Thoughts, Lightning BoltPoison
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Chaos Claw"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
                                                
                                            
                                                
                                                     components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image1/Day Each: Cloudkill, Fly, Plane Shift
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    , the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
                                                
                                            
                                                
                                                    , Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Detect
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     following effect:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.
Magic Resistance. The
                                                
                                            
                                                
                                                     components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater RestorationLegendary Action Uses: 3
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Corrupting Touch", "rollDamageType":"Psychic"} Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned
                                                
                                            
                                                
                                                     conditions.
Spellcasting. The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
At Will: Disguise Self (can
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"roll", "rollAction":"Chaos Blade"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
                                                
                                            
                                                
                                                     components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image1/Day Each: Blight (level 8
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    -foot Emanation originating from the animal lord. Failure: The target suffers one of the following effects:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn
                                                
                                            
                                                
                                                    . While Charmed, the target has the Incapacitated condition. Fearful (Hunter Only). The target has the Frightened condition until the end of its next turn. Mired (Sage Only). The target takes 10 (3d6
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     can choose to succeed instead.
Misty Escape. When she drops to 0 hit points outside her resting place, Keresta transforms into a cloud of mist (as in the Shapechanger trait) instead of falling
                                                
                                            
                                                
                                                     her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious
                                                
                                            
                                                
                                                    , 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
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts
                                                
                                            
                                                
                                                     avoid or overcome a perilous obstacle or accomplish a difficult task. A starlight apparition comes into being when the soul of a deceased individual, from its resting place in the afterlife, projects a
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: dancing lights
1/day each: comprehend languages, hypnotic patternThe muses of the Society of Sensation are performers
                                                
                                            
                                                
                                                     feet of the muse must make a DC 13 Wisdom saving throw. On a failed save, the creature has the charmed condition for 1 minute. On a successful save, the creature becomes immune to any muse’s
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    ", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At-will: detect evil and good, mage armor (self only), mage hand
2/day each: protection from evil and good, remove curse
                                                
                                            
                                                
                                                    , speak with dead
1/day each: banishment, dispel evil and goodDauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghost;ghosts, specter
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
                                                
                                            
                                                
                                                     11, +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     with it, but nothing he's carrying does. He reverts to its true form if he dies.
Innate Spellcasting. He can innately cast the hold person spell at will, requiring no components, but his target must be
                                                
                                            
                                                
                                                     heart while it is incapacitated in his resting place.
Sunlight Hypersensitivity. Tloques-Popolocas takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Fey Ancestry. Brahma has advantage on saving throws against being charmed, and magic can't put her to sleep.
Spellcasting. Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma
                                                
                                            
                                                
                                                     (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): mage hand
                                                
                                            
                                        
                                                     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
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Dark Devotion. Ram Sugar has advantage on saving throws against being charmed or frightened.
Spellcasting. Ram Sugar is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11
                                                
                                            
                                                
                                                    , +3;{"diceNotation":"1d20+3","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Ram Sugar has the following cleric spells prepared:
Cantrips (at will): light, sacred flame
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Doomvault Devotion. Within the Doomvault, the apprentice has advantage on saving throws against being charmed or frightened.
Spellcasting. The apprentice is a 4th-level spellcaster. Its spellcasting
                                                
                                            
                                                
                                                    :
Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp
1st level (4 slots): burning hands, detect magic, mage armor, shield
2nd level (3 slots): blur, scorching rayDagger. Melee or
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Leviathan Will. The locathah has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
Limited Amphibiousness. The locathah can breathe air and
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Dark Devotion. Thurstwell has advantage on saving throws against being charmed or frightened.
Spellcasting. Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13
                                                
                                            
                                                
                                                    ). He has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame (see “Actions” below), thaumaturgy
1st level (3 slots): command, detect evil and good, sanctuarySacred Flame
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Fey Ancestry. Windharrow has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability
                                                
                                            
                                                
                                                     is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips (at will
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Brave Devotion. Wiggan has advantage on saving throws against being charmed or frightened.
Spellcasting. Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following cleric spells prepared:
Cantrips (at will): guidance, light, mending
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     its next turn.
Innate Spellcasting. The master's innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components:
At will
                                                
                                            
                                                
                                                     on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature's speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Innate Spellcasting. Jijibisha’s innate spellcasting ability is Charisma (spell save DC 17). Jijibisha can innately cast the following spells, requiring no material components:
At will: alter
                                                
                                            
                                                
                                                     Wisdom saving throw against this magic or be charmed until the end of the Jijibisha’s next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Exploitation of the Debtors. As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10);{"diceNotation":"2d10","rollType":"damage
                                                
                                            
                                                
                                                     hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:
At will: command (as a 2nd-level spell
                                                
                                            
                                        





