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Returning 34 results for 'charms willing reflects'.
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charges willing reflect
charmed willing reflexes
charges willing rejects
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charm willing reflect
Succubus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends
.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5);{"diceNotation":"5d10+5
Incubus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends
.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5);{"diceNotation":"5d10+5
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
charms whose nature reflects the storm giant's home. A storm giant who lives in the sea might employ special kelp and shells for divination. A storm giant who spends more time in the sky might view
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
charms whose nature reflects the storm giant's home. A storm giant who lives in the sea might employ special kelp and shells for divination. A storm giant who spends more time in the sky might view
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Umberlee The ***** Queen, the Queen of the Depths, the Wavemother No community that lives by the sea can ignore the influence of Umberlee, the furious goddess whose tempestuous nature reflects and
common moniker suggests, she is viewed as capricious and cruel with no firm ethical outlook; the sea is a savage place, and those who travel it had best be willing to pay the price of challenging her
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Umberlee The ***** Queen, the Queen of the Depths, the Wavemother No community that lives by the sea can ignore the influence of Umberlee, the furious goddess whose tempestuous nature reflects and
common moniker suggests, she is viewed as capricious and cruel with no firm ethical outlook; the sea is a savage place, and those who travel it had best be willing to pay the price of challenging her
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Plane of Air in the ring of the Elemental Planes reflects its opposition to almost everything air represents. Elemental Evil views earth instead as an implacable force of destruction, perfectly
willing to crush venerable institutions and respected traditions in its advance. Cultists of Evil Earth crave the power to destroy the works of civilization with landslides, sinkholes, or mighty earthquakes, and they believe the earth thirsts for the blood of those who don’t venerate it properly.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Plane of Air in the ring of the Elemental Planes reflects its opposition to almost everything air represents. Elemental Evil views earth instead as an implacable force of destruction, perfectly
willing to crush venerable institutions and respected traditions in its advance. Cultists of Evil Earth crave the power to destroy the works of civilization with landslides, sinkholes, or mighty earthquakes, and they believe the earth thirsts for the blood of those who don’t venerate it properly.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
effects of such weird items, see “Charms” in chapter 7 of the Dungeon Master’s Guide. If you want a hag to use a weird object of this sort in a combat situation, provide her with an item that
(or willing) to use weird magic one additional time per encounter. If a hag is faced with mortal peril, all thoughts of conserving her resources vanish — she will use any weird magic at her disposal
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
fiend’s Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature
charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
effects of such weird items, see “Charms” in chapter 7 of the Dungeon Master’s Guide. If you want a hag to use a weird object of this sort in a combat situation, provide her with an item that
(or willing) to use weird magic one additional time per encounter. If a hag is faced with mortal peril, all thoughts of conserving her resources vanish — she will use any weird magic at her disposal
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
fiend’s Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature
charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reflects her current mood and switches masks as her mood changes. Her inability to pry useful information out of the bronze dragon has made her very unhappy, so she’s wearing her sad mask when the
circumstances, is willing to relinquish her conch of teleportation (see area 33). She also gives up the conch to protect the lives of her children (see areas 22–area 23). If the characters are defeated
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reflects her current mood and switches masks as her mood changes. Her inability to pry useful information out of the bronze dragon has made her very unhappy, so she’s wearing her sad mask when the
circumstances, is willing to relinquish her conch of teleportation (see area 33). She also gives up the conch to protect the lives of her children (see areas 22–area 23). If the characters are defeated
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
benefits that came with both roles. Jorlan thought that Lolth favored him, or at least that his charms had deflected her malice, until he had the misfortune of a run-in with a black pudding on an
priestess Asha shows him is an attempt to manipulate him. But he’s willing to play along for the time being, hoping to draw Asha closer and potentially use her against Ilvara when the time is right
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
benefits that came with both roles. Jorlan thought that Lolth favored him, or at least that his charms had deflected her malice, until he had the misfortune of a run-in with a black pudding on an
priestess Asha shows him is an attempt to manipulate him. But he’s willing to play along for the time being, hoping to draw Asha closer and potentially use her against Ilvara when the time is right
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
no interest in becoming a permanent member of the party, Tinjong is willing to accompany the characters to Auril’s island if their aim is to confront the Frostmaiden and end her everlasting winter
she returns, however. The chwinga likes music and bestows a supernatural charm (see “New Chwinga Charms”) upon the first character who spends at least 1 hour playing music for it.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
no interest in becoming a permanent member of the party, Tinjong is willing to accompany the characters to Auril’s island if their aim is to confront the Frostmaiden and end her everlasting winter
she returns, however. The chwinga likes music and bestows a supernatural charm (see “New Chwinga Charms”) upon the first character who spends at least 1 hour playing music for it.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
a stag. Enormous antlers grow from her head, on which hang innumerable herb pouches and charms, as well as dozens of lit candles set on the antlers’ points.
“I am Mother Stag,” the dryad says
long as they journey with her, Mother Stag’s power keeps the nefarious magic of the sunbeams at bay. She also admits that if the characters are willing, she would like to ask them for much-needed help
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
a stag. Enormous antlers grow from her head, on which hang innumerable herb pouches and charms, as well as dozens of lit candles set on the antlers’ points.
“I am Mother Stag,” the dryad says
long as they journey with her, Mother Stag’s power keeps the nefarious magic of the sunbeams at bay. She also admits that if the characters are willing, she would like to ask them for much-needed help
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
five charms. One of those charms is the key that unlocks the door to the antechamber (area T8). Cupboard. This magic cupboard radiates an aura of conjuration to a detect magic spell. It generates food
which it was used to slay her. Not willing to destroy the weapon for fear of thwarting the first vision, she has kept the hilt hidden in an attempt to keep the second vision from coming to pass. Each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. On the smallest scale, these are local gang bosses, pirate captains, and brigands. A leader in art or culture is a virtuoso whose work reflects the spirit of the age and changes the way people think
. This might be a military defeat, the overthrow of old ideas, a cultural rebirth, or something else. Who died, lost, or was defeated? What weren’t they willing to compromise? Was the new leader complicit
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
five charms. One of those charms is the key that unlocks the door to the antechamber (area T8). Cupboard. This magic cupboard radiates an aura of conjuration to a detect magic spell. It generates food
which it was used to slay her. Not willing to destroy the weapon for fear of thwarting the first vision, she has kept the hilt hidden in an attempt to keep the second vision from coming to pass. Each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. On the smallest scale, these are local gang bosses, pirate captains, and brigands. A leader in art or culture is a virtuoso whose work reflects the spirit of the age and changes the way people think
. This might be a military defeat, the overthrow of old ideas, a cultural rebirth, or something else. Who died, lost, or was defeated? What weren’t they willing to compromise? Was the new leader complicit
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ghosts reward the characters with a charm of heroism as they depart (see “Charms” in chapter 7 of the Dungeon Master’s Guide). Golem Diver Captain Xendros (see location 7 in Saltmarsh) wants the statue in
DC 18 Charisma (Deception or Persuasion) check convinces the mages to allow the characters to recover the statue for them. The wizards are willing to give 500 gp to the characters if they help with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ghosts reward the characters with a charm of heroism as they depart (see “Charms” in chapter 7 of the Dungeon Master’s Guide). Golem Diver Captain Xendros (see location 7 in Saltmarsh) wants the statue in
DC 18 Charisma (Deception or Persuasion) check convinces the mages to allow the characters to recover the statue for them. The wizards are willing to give 500 gp to the characters if they help with
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
challenge a willing character to a quick round. To win the game, a character must succeed on a DC 17 Charisma (Deception) check to out-bluff the dryads or a DC 17 Wisdom (Insight) check to catch them in a lie
save. If any characters keep their composure, Gorguth becomes friendly and willing to chat. If every character fails the save, the chimera laughs and returns to the sky. What Gorguth Knows. Gorguth
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
challenge a willing character to a quick round. To win the game, a character must succeed on a DC 17 Charisma (Deception) check to out-bluff the dryads or a DC 17 Wisdom (Insight) check to catch them in a lie
save. If any characters keep their composure, Gorguth becomes friendly and willing to chat. If every character fails the save, the chimera laughs and returns to the sky. What Gorguth Knows. Gorguth
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
-foot-tall statue made of lustrous black rock reflects the torchlight. The statue depicts a giant, his face frozen in determination and his arms bracing the ceiling. A hole in the statue’s chest exposes
characters allow it, Rilago’s ghost uses Possession against a willing character, who forgoes the saving throw to resist the effect. Only then can the ghost leave the crypt and return the shard of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
harpsichord sits in the hall. A crimson carpet runs down the hall toward an open door to the foyer. Light from a crystal chandelier reflects off more than three dozen holy symbols of Siamorphe perched on
. Their leader, Bonnie (see “Familiar Faces”), poses as a minor noblewoman going by the name Lymeria Lhaurilstar; she was hoping to have a fun night at the party, but she’s willing to help the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
-foot-tall statue made of lustrous black rock reflects the torchlight. The statue depicts a giant, his face frozen in determination and his arms bracing the ceiling. A hole in the statue’s chest exposes
characters allow it, Rilago’s ghost uses Possession against a willing character, who forgoes the saving throw to resist the effect. Only then can the ghost leave the crypt and return the shard of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
harpsichord sits in the hall. A crimson carpet runs down the hall toward an open door to the foyer. Light from a crystal chandelier reflects off more than three dozen holy symbols of Siamorphe perched on
. Their leader, Bonnie (see “Familiar Faces”), poses as a minor noblewoman going by the name Lymeria Lhaurilstar; she was hoping to have a fun night at the party, but she’s willing to help the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
belligerently protective treants. Thus, it is best “forgotten.” An immortal druid named Pheszeltan dwells deep in the woods and is willing to offer advice to those with the skill to reach him. Fork
charms or refuse to leave, calling on the centaurs to aid them (which the centaurs are more than happy to do). Whenever a dryad is killed, one or more conjured animals rise up out of the ground within
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
belligerently protective treants. Thus, it is best “forgotten.” An immortal druid named Pheszeltan dwells deep in the woods and is willing to offer advice to those with the skill to reach him. Fork
charms or refuse to leave, calling on the centaurs to aid them (which the centaurs are more than happy to do). Whenever a dryad is killed, one or more conjured animals rise up out of the ground within