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                        Returning 35 results for 'charmed wind riding'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn
                                                
                                            
                                                
                                                     (Air);Air
Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)
Ring of Elemental Command (Earth);Earth
Earthquake (5 charges), Stone Shape (2
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     structures.Multiattack. The scion makes one attack using Cloud Morningstar or Wind Javelin, as well as two Slam attacks.
Cloud Morningstar. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit
                                                
                                            
                                                
                                                    "} force damage plus 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Cloud Morningstar", "rollDamageType":"thunder"} thunder damage.
Wind Javelin. Ranged Weapon Attack: +18
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                     Equipment. Verminaard wears plate, +2;+2 plate armor and wields the mace Nightbringer, which grants him darkvision as well as immunity to fire damage and to the charmed and frightened conditions (included
                                                
                                            
                                                
                                                     end of another creature’s turn. Verminaard regains spent legendary actions at the start of his turn.
Tactical Movement. Verminaard moves up to his speed or commands a mount he is riding to move
                                                
                                            
                                        
                                                     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
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     0 hit points while riding its mount, the mount is reduced to 0 hit points as well.Multiattack. The archon makes two Hammer of Justice attacks.
Hammer of Justice. Melee Weapon Attack: +10
                                                
                                            
                                                
                                                     on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving
                                                
                                            
                                                
                                                     knocked prone.
Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on
                                                
                                            
                                                
                                                     early on the mount immediately after it attacks.Kavalrachni are duergar cavalry trained to fight while riding female steeder;female steeders or other Underdark creatures as mounts.
Duergar
Duergar
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Fey Ancestry. Aerisi has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Howling Defeat. When Aerisi drops to 0 hit points, her body disappears in a howling
                                                
                                            
                                                
                                                     grasp
1st level (4 slots): charm person, feather fall, mage armor, thunderwave
2nd level (3 slots): dust devil,* gust of wind, invisibility
3rd level (3 slots): fly, gaseous form, lightning bolt
4th
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     succeed on a DC 17 Wisdom saving throw or have the charmed condition. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s
                                                
                                            
                                                
                                                     action), Gust of Wind, Mirror Image, Nondetection
1/day each: Greater Invisibility, Polymorph, Scrying (as an action)Strahd can take 3 legendary actions, choosing from the options below. Only one
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    , sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection
4th level (3 slots): blight, greater invisibility, polymorph
5th level
                                                
                                            
                                                
                                                     against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    
Combat
Utility
Whimsy
6
7
0
These miniature sweet-smelling flowers drift in vast clouds, staying aloft for weeks riding wind currents. It is not uncommon for windbloom
                                                
                                            
                                        
                                                    Winter Eladrin
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     wind
1/day each: cone of cold, ice storm
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence. Any non-eladrin creature that
                                                
                                            
                                                
                                                     starts its turn within 60 feet of the eladrin 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
                                                
                                            
                                        
                                                    Instrument of the Bards
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Instrument
Rarity
                                                
                                            
                                                
                                                    
Rare
Stone shape, wall of fire, wind wall
Doss lute
Uncommon
Animal friendship, protection from energy (fire only), protection from poison
Fochlucan bandore
                                                
                                            
                                        
                                                    Drow Favored Consort
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    Fey Ancestry. The drow has advantage on 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
                                                
                                            
                                                
                                                     slots): gust of wind, invisibility, misty step, shatter
3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): dimension door, Otiluke's resilient sphere
5th level (2 slots): cone of cold
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the
                                                
                                            
                                                
                                                     ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding in the
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the
                                                
                                            
                                                
                                                     a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    , prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, bestow
                                                
                                            
                                                
                                                     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->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                    . Lassoing or riding a kindori doesn’t cause it to attack. A kindori lashed to the Second Wind with rope pulls the ship across space in whatever direction it is headed. Krux knows the way to Topolah’s tower
                                                
                                            
                                                
                                                    Adrift If the Second Wind is intact and its spelljamming helm is functional, skip ahead to “Topolah’s Tower.” If the Second Wind was destroyed or its spelljamming helm was disabled, read the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Private Meetings If House Baenre and Bregan D’aerthe get wind of the party’s presence in the city, the characters are confronted by drow tasked with escorting them to a private meeting with the
                                                
                                            
                                                
                                                     district. Matron Mother Quenthel Baenre sends thirty dour drow elite warrior mounted on giant riding lizards (see the end of chapter 8 for statistics), with six gargoyles providing aerial support. They have orders to escort the party to House Baenre atop Qu’ellarz’orl.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     1d4 ogres and 1d4 orogs 85–87 A hot wind that carries the stench of rot 88–90 1d3 weretigers 91–92 1 bulette 93–94 A tribe of 2d20 + 20 nomads (tribal warriors) on riding horses following a herd of
                                                
                                            
                                                
                                                    Grassland Encounters (Levels 6–10)  d100 Encounter   01 1d3 gorgons 02 1d4 cyclopes 03–04 1d3 gnoll fangs of Yeenoghu 05–06 1 chimera 07–09 1d4 + 1 veterans on riding horses 10–11 A tornado that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     1d3 elephants 10–14 A circle of standing stones within which the air is utterly still, no matter how hard the wind blows outside 15–16 1 phase spider 17–18 1 gnoll pack lord with 1d4 giant hyenas 19–20
                                                
                                            
                                                
                                                     worgs 41–44 2d4 hobgoblins, 2d4 orcs, or 2d4 gnolls 45–46 1d2 giant poisonous snakes 47–48 1d6 + 2 elk or 1d6 + 2 riding horses 49–50 2d4 goblins 51–52 1d3 boars 53–54 1 panther (leopard) or 1 lion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Chapter 1: Character Creation The skyscrapers of Sharn rise up before you, the spires glimmering with magical lights. Or wind rushes through your hair as the airship you’re riding races toward
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     ones, and one traveler’s quickness is matched by another traveler’s endurance. A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboat or a steam
                                                
                                            
                                                
                                                    -powered gnomish contraption doesn’t travel at a normal rate, since the magic, engine, or wind doesn’t tire the way a creature does and the air doesn’t contain the types of obstructions found on land. When a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     wind as it blows through the settlement’s burned and crumbled-down structures. As the characters make their way through or around the ruins, they spot three unsaddled riding horses grazing near an old
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Duergar Kavalrachni The kavalrachni are duergar cavalry, trained to fight while riding steeders. Duergar Kavalrachni
 Medium humanoid (dwarf), lawful evil
 Armor Class 16 (scale mail, shield)
 Hit
                                                
                                            
                                                
                                                     charmed or paralyzed.
 Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 Actions
 Multiattack. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Spellcasting. The eladrin’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
 At will: fog cloud, gust of wind
 1
                                                
                                            
                                                
                                                     its turn within 60 feet of the eladrin 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
 Damage Immunities fire, poison
 Condition Immunities charmed, frightened, poisoned
 Senses darkvision
                                                
                                            
                                                
                                                     to life. Constructs and devils are immune to this effect.
 Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Stone Giant Dreamwalker The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that’s
                                                
                                            
                                                
                                                     Athletics +14, Perception +3
 Condition Immunities charmed, frightened
 Senses darkvision 60 ft., passive Perception 13
 Languages Common, Giant
 Challenge 10 (5,900 XP) Proficiency Bonus +4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    
 
  WIS
 0
 
  CHA
 0
Damage Immunities fire, poison, psychic
 Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
 Jump. If the
                                                
                                            
                                                
                                                     check fails by 5 or more, the Devil’s Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
 Action Stations
 Helm (Requires 1 Crew and Grants Half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine
                                                
                                            
                                                
                                                     cast the spell, which has a save DC of 18.  Plane Spells (Charges)   Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge) Earth Earthquake (5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine
                                                
                                            
                                                
                                                     cast the spell, which has a save DC of 18.  Plane Spells (Charges)   Air Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge) Earth Earthquake (5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     DC.
 You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if
                                                
                                            
                                                
                                                     magic, protection from energy (lightning only) Cli lyre Rare Stone shape, wall of fire, wind wall Doss lute Uncommon Animal friendship, protection from energy (fire only), protection from poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride  Acolyte of Nature At 1st level, you learn one druid cantrip of your
                                                
                                            
                                                
                                                     Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , Athletics +13, Perception +18, Stealth +13
 Resistances Cold, Fire, Necrotic, Psychic, Radiant
 Immunities Charmed, Frightened, Stunned
 Senses Truesight 120 ft.; Passive Perception 28
 Languages All
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     ability check. Sails and Oars. The galley has one 120-foot-tall mast with sails to catch the wind and oars on the lower deck for rowing the vessel. Example Galley Crew A galley requires a crew of eighty to
                                                
                                            
                                                
                                                    )
   STR
  24 (+7)
 
  DEX
  4 (-3)
 
  CON
  20 (+5)
 
  INT
  0
 
  WIS
  0
 
  CHA
  0
Damage Immunities poison, psychic
 Condition Immunities blinded, charmed, deafened
                                                
                                            
                                        






