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Returning 35 results for 'charmed worn reliable'.
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Spells
Playerâs Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that arenât being worn or carried, arenât fixed to a surface, and arenât Gargantuan. The maximum
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft.; Passive Perception 6
Languages Understands the languages you know
CR None (XP 0; PB equals your
Monsters
Waterdeep: Dungeon of the Mad Mage
9th level (1 slot): foresight
Elven. She has advantage on saving throws against being charmed, and magic can't put her to sleep.Scimitar. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
falls to the ground, melds with her new form, or is worn by the new form. Wyllow reverts to her true form if she dies or falls unconscious. Wyllow can revert to her true form using a bonus action on her
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazerâs next turn. While the target is charmed in this way, its speed is halved, and it
isnât being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a
Monsters
The Wild Beyond the Witchlight
Fey Ancestry. The brigganock has advantage on saving throws against being charmed, and magic canât put it to sleep.
Soul Light. The brigganock is accompanied by an insubstantial, invulnerable
brigganock, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a
Monsters
Tales from the Yawning Portal
must succeed on a DC 14 Wisdom saving throw or be charmed by Thaxalia for 1 hour, or until Thaxalia harms the creature.
Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution
until Thaxalia is incapacitated.If the target is an object weighing 300 pounds or less that isnât being worn or carried, it is moved up to 30 feet in any direction. Thaxalia can also exert fine
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazerâs next turn. While the target is charmed in this way, its speed is
less that isnât being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or
Monsters
Out of the Abyss
magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
beholder's next turn or until the beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder
Monsters
Fizban's Treasury of Dragons
the other tarn. The dragon uses the underwater passage as a secret entrance and emergency exit.
Main Caves. The lair is a complex of caves and tunnels; the stone surfaces are smooth and water-worn, and
the dragonâs telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to
Monsters
Fizban's Treasury of Dragons
of caves and tunnels; the stone surfaces are smooth and water-worn, and the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and
. The dragon telepathically whispers to one creature within range of the dragonâs telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative
Monsters
Fizban's Treasury of Dragons
that isnât being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 20
of the dragonâs telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys
Monsters
Fizban's Treasury of Dragons
attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Telekinetic Fling (Costs 3 Actions). The dragon chooses one Small or smaller object that isnât being worn or
succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon
Monsters
Fizban's Treasury of Dragons
Actions). The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or take 40 (9d8
telepathically whispers to one creature within range of the dragonâs telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on
Monsters
Fizban's Treasury of Dragons
targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 28 (8d6);{"diceNotation":"8d6
one creature within range of the dragonâs telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature
Gazer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
"} (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the
gazerâs next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving
Gazer Familiar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Rays"} (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start
of the gazerâs next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray. The targeted creature must succeed on a DC 12
Green Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad
","rollAction":"Hurl Flame","rollDamageType":"fire"} fire damage. The fire ignites flammable objects that aren't being worn or carried.As a slaad emerges from the Spawning Stone, the stone magically implants a
Beholder
Legacy
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Monsters
Monster Manual (2014)
. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
Paralyzing Ray. The targeted creature must
the target is an object weighing 300 pounds or less that isnât being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature
until the tyrant is incapacitated.
If the target is an object weighing 300 pounds or less that isnât being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
or worn at all times. The item demands that its wielder dispose of anything the item finds repugnant. The item demands that its wielder pursue the itemâs goals to the exclusion of all other goals
a DC equal to 12 + the itemâs Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the itemâs commands. If the wielder
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
hardiest adventurers find themselves worn down over time, their performance suffering as they struggle to cope with the dread and despair. Various circumstances might cause a character stress. Stress
circumstances reduces their Stress Score by 1 when they finish their next long rest. The calm emotions spell effect used to suppress the charmed and frightened conditions also suppresses the effects of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Bore Worm Trobriand modeled this 100-foot-long, 15-foot-diameter drilling machine after a purple worm. Unless Trobriand commands it to do otherwise, the worm tirelessly moves through well-worn
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage, and the target has the Charmed condition until the start of the satyrâs next turn.
Fey Melody (Recharge 4â6). The satyr conjures a
the Charmed condition for 1 minute. While Charmed, the target has the Incapacitated condition and uses all its movement to dance in place. The effect ends on the target if it takes any damage
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Wisdom saving throw or be charmed until the start of the gazerâs next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. Fear Ray. The
target is a Tiny object that isnât being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
. Below the monument is a stretch of sandy beach covered with shells. Black, moss-covered rocks jut from the water like teeth worn down by time. Just beyond these âteethâ are several barnacle-covered
(Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
It can use its action to make two bite attacks, one with each head.
It has a challenge rating of 4 (1,100 XP).
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
DEX
5 (â3)
CON
16 (+3)
INT
1 (â5)
WIS
6 (â2)
CHA
1 (â5)
Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed
. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative â1 penalty to the AC it offers
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Affected by the Spell Animate Objects Objects animate at your command. Choose a number of nonmagical objects within range that arenât being worn or carried, arenât fixed to a surface, and arenât Gargantuan
+0
CON 10 +0 +0
Mod Save
INT 3 â4 â4
WIS 3 â4 â4
CHA 1 â5 â5
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until
the start of the gazerâs next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray. The targeted creature must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Choose a number of nonmagical objects within range that arenât being worn or carried, arenât fixed to a surface, and arenât Gargantuan. The maximum number of objects is equal to your spellcasting
INT 3 â4 â4
WIS 3 â4 â4
CHA 1 â5 â5
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft., Passive Perception 6
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
)
CON
12 (+1)
INT
17 (+3)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws Int +6, Wis +6, Cha +7
Skills Insight +6, Perception +6
Condition Immunities charmed
Inquisitorâs Command (Recharge 5â6). 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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, Survival +11
Damage Resistances cold, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses truesight 120 ft., passive
) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that arenât being worn or carried. If the lich chooses, plant life in the area is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
until a replacement amulet is created. A shield guardianâs amulet is subject to direct attack if it isnât being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage
Perception 10
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Languages understands commands given in any language but canât speak
Challenge
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
throws against being charmed, and magic canât put it to sleep.
Soul Light. The brigganock is accompanied by an insubstantial, invulnerable ball of light that contains its soul. The brigganock canât
being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a pumpkin, cook and eat dinner
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar
poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 30 ft
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bludgeoning, Piercing, Slashing
Immunities Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 ft.; Passive Perception 19
Languages None
CR 30 (XP 155,000; PB +9
Saving Throw: DC 27, each creature and each object that isnât being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
identifies the predatorâs target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It
nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
Languages






