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                        Returning 35 results for 'charmed world restrained'.
                    
                
                        
                            
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                                        charmed would restrained
                                    
                                
                                    
                                        charmed word restrained
                                    
                                
                                    
                                        charmed words restrained
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
                                                
                                            
                                                
                                                     orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you canât voluntarily end your Attunement to it, and the orb casts
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    , and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and canât teleport.
Claw. Melee Attack Roll: +19;{"diceNotation":"1d20
                                                
                                            
                                                
                                                     at the start of each of its turns.
Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack.
World-Shaking Movement. The tarrasque moves up to its Speed. At the end
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     slime on everything that was within 600 feet of it. In 1d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Astral Implosion"} years, the blob reconstitutes on a random world in the Material
                                                
                                            
                                                
                                                    ", "rollDamageType":"Force"} Force damage at the start of each of its turns, is suffocating, has the Restrained condition, and repeats the save at the end of each of its turns. An engulfed creature that is reduced to
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.
Paralyzing Ray
                                                
                                            
                                                
                                                     direction. The target has the Restrained condition until the start of the death tyrantâs next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only. 2: Paralyzing Ray. Constitution
                                                
                                            
                                                
                                                     the Restrained condition until the start of the beholderâs next turn or until the beholder has the Incapacitated condition. The beholder can also exert fine control on objects with this ray
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its
                                                
                                            
                                                
                                                     benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
                                                
                                            
                                                
                                                    "}. The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    
CON
16
+3
+3
 
 
Mod
Save
INT
16
+3
+3
WIS
16
+3
+3
CHA
16
+3
+3
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened
                                                
                                            
                                                
                                                     your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters
                                                
                                            
                                        
                                                     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
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     Theorem"}. The professor magically influences the mind of up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 15 Intelligence saving throw or become charmed by the
                                                
                                            
                                                
                                                     professor until the start of the professorâs next turn. The charmed creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Devilâs Sight. Magical darkness doesnât impede the neogiâs darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
                                                
                                            
                                                
                                                     masters use magic, as a result of a pact between neogi and aberrant entities they met during their journey from their home world. These entitiesâknown by such names as Acamar, Caiphon, Gibbeth, and
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    This deck of heavy vellum cards hums with the magic of the Elemental Chaos.
The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the
                                                
                                            
                                                
                                                     cold damage and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn.
4
â ď¸ (Swords)
The card unleashes a sharp, concussive
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally.Multiattack. The soldier makes
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     (3 slots): animal messenger, barkskin
Fey Ancestry. He has advantage on saving throws against being charmed, and magic can't put him to sleep.Quarterstaff. Melee Weapon Attack: +2;{"diceNotation
                                                
                                            
                                                
                                                    "} bludgeoning damage with shillelagh.Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Fey Ancestry. Varnyr has advantage on saving throws against being charmed, and magic canât put Varnyr to sleep.Multiattack. Varnyr makes two attacks.
Cane. Melee Weapon Attack: +3
                                                
                                            
                                                
                                                     place, and everyone has their role.â
Bond. âCandlekeep is the beacon of enlightenment in an otherwise bleak and backward world.â
Flaw. âWhen something irritates me, I try to ignore it, but I usually end up snapping at someone.â
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"5d8", "rollType":"damage", "rollAction":"Plague of Worms", "rollDamageType":"necrotic"} necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22
                                                
                                            
                                                
                                                    .
Feed (Costs 3 Actions). Each creature restrained by the mageâs Plague of Worms takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Feed", "rollDamageType":"necrotic
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
                                                
                                            
                                                
                                                     restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic canât put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces
                                                
                                            
                                                
                                                     subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     restrained condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the
                                                
                                            
                                                
                                                     cradleâs next turn. A creature with the restrained condition falls prone when the vortex ends.
A creature with the restrained condition can use its action to try to escape the vortex. The
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    . If the target is a Large or smaller creature, it must succeed on a DC 22 Dexterity saving throw or be swallowed by the wurm. A swallowed creature has the restrained condition, has total cover against
                                                
                                            
                                                
                                                     condition. If the wurm dies, a swallowed creature no longer has the restrained condition and can escape from the corpse by using 10 feet of movement, exiting with the prone condition.Wurms are
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Devilâs Sight. Magical darkness doesnât impede the neogiâs darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
                                                
                                            
                                                
                                                     Material Plane, as well as on the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    , reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite
                                                
                                            
                                                
                                                     on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire.
The target's hit point maximum is reduced by an amount
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Vine Lash","rollDamageType":"slashing"} slashing damage. If the target is a creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained
                                                
                                            
                                                
                                                     grapple ends. While enveloped, the target is restrained, and it has total cover against attacks and effects originating outside the pod. The enveloped target must also immediately succeed on a DC 16
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     and she doesn't have disadvantage on the attack roll.
Fey Ancestry. Khalessa has advantage on saving throws against being charmed, and magic can't put her to sleep.
Innate Spellcasting. Khalessa's
                                                
                                            
                                                
                                                     individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins
                                                
                                            
                                                
                                                     to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     restrained condition, has total cover, and canât breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isnât buried, can make a DC 17 Strength
                                                
                                            
                                                
                                                     (Athletics) check. On a successful check, the buried creature no longer has the prone or restrained conditions.A slumbering scion of Grolantor is often mistaken for a hill, and sometimes people erect
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    ":"recharge","rollAction":"Inquisitor's Command"}. Each creature of the inquisitorâs choice that it can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or be charmed until
                                                
                                            
                                                
                                                     the start of the inquisitorâs next turn. On the charmed targetâs turn, the inquisitor can telepathically control the targetâs move, action, or both. When controlled in this way, the
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                    "} radiant damage, and the target must succeed on a DC 14 Wisdom saving throw or be charmed by the veil keeper until the start of the veil keeperâs next turn. While charmed in this way, a creature
                                                
                                            
                                                
                                                     inhabitants from the outside world for centuries.
Irda
The Dragon Queen created the irda long ago. While most irda embraced their wicked creatorâs teachings, some of them adopted the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
                                                
                                            
                                                
                                                     that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge 6
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Fey Ancestry. MĂ´rgĂŚn has advantage on saving throws against being charmed, and magic can't put her to sleep.
Innate Spellcasting. MĂ´rgĂŚn's spellcasting ability is Intelligence. She can innately cast
                                                
                                            
                                                
                                                     coworkers. Famously, she is the only member of Acquisitions Incorporated known to be paid in advance, lest a missed invoice lead to dire repercussions.
A child of the forest, MĂ´rgĂŚn defends the natural world
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the
                                                
                                            
                                                
                                                     wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the godsâ notice. Most ironscale hydras inhabit lakes and boggy caverns, from which
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic canât put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces
                                                
                                            
                                                
                                                     and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     Heads. Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious
                                                
                                            
                                                
                                                     can make a stomp attack against that creature.Polukranos, called the World Eater, is the mortal manifestation of the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See âGiants of Mythâ in chapter 3 for additional inspiration.)
Scions of giants
                                                
                                            
                                                
                                                    â gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     to survey the world they left. With angular features and apparently ageless faces, these fomorians resemble gigantic elves.
Fomorians
Descended from Annamâs son Karontor, fomorians once
                                                
                                            
                                                
                                                     charmed condition for 1 minute. An affected target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a targetâs
                                                
                                            
                                        






