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                        Returning 29 results for 'conceal charmed'.
                    
                
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists
                                                
                                            
                                                
                                                    . The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Fey Ancestry. Kasimir has advantage on saving throws against being charmed, and magic can't put Kasimir to sleep.
Treasure. Kasimir wears a ring of warmth
Spellcasting. Kasimir is a 9th-level
                                                
                                            
                                                
                                                     for instigating the stoning. He wears a cowl to conceal his mutilation.
Kasimir's feeling of loss is tinged with simmering rage. Patrina now speaks to her brother in dreams, telling him how years of
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals
                                                
                                            
                                                
                                                     found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
                                                
                                            
                                                
                                                     later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
                                                
                                            
                                                
                                                     forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a legendary emerald
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to
                                                
                                            
                                                
                                                     charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                     concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On initiative count 20
                                                
                                            
                                                
                                                     around one creature the dragon can see within 120 feet of it. 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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon
                                                
                                            
                                                
                                                     are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the
                                                
                                            
                                        
                                                    Cultist
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.Scimitar. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Scimitar
                                                
                                            
                                                
                                                     powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs.
                                                
                                            
                                        
                                                     Monsters
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    Dark Devotion. The monk has advantage on saving throws against being charmed or frightened.Hooked Polearm. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Hooked
                                                
                                            
                                                
                                                    , demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs.
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     benefits.
Clear Senses. If you have the Charmed condition at the start of your turn, roll a d20. On a 10 or higher, you no longer have that condition.
Ear for Falsehood. When an NPC speaks to you, you
                                                
                                            
                                                
                                                     can use this ability to determine if they are lying. You learn nothing about the truth they conceal or why they are lying, simply that there is a knowing falsehood in their statement. You can use this
                                                
                                            
                                        
                                                    Adult Green Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
                                                
                                            
                                                
                                                    .
Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next
                                                
                                            
                                        
                                                    Ancient Green Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
                                                
                                            
                                                
                                                     dies.
Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    Cultist Cultists swear allegiance to dark powers. They conceal their activities to avoid being ostracized, imprisoned, or executed for their beliefs. Cultist
 Medium humanoid (any race), any nongood
                                                
                                            
                                                
                                                     charmed or frightened.
 Actions
 Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their
                                                
                                            
                                                
                                                    )
 Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
 Actions
 Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Stone Defender Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn’t as an ambusher, however
                                                
                                            
                                                
                                                    
 Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
 Senses darkvision 60 ft., passive Perception 10
 Languages understands one language of its creator but can’t speak
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     ground or the walls, sticking to shadows, hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated
                                                
                                            
                                                
                                                     Resistances cold
 Damage Immunities psychic
 Condition Immunities charmed, frightened, prone
 Senses darkvision 60 ft., passive Perception 11
 Languages Deep Speech
 Challenge 5 (1,800 XP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    . 
   2  Conceal evidence of a vast conspiracy. 
   3  Control a community through fear by posing as a legendary bogeyman. 
   4  Replace a noble to enjoy a decadent lifestyle. 
   5  Spy on wizards to
                                                
                                            
                                                
                                                     
    Int  11  +0  +0 
  Wis  12  +1  +1 
  Cha  14  +2  +2 
   
 Skills Deception +6, Insight +3
 Immunities Charmed
 Senses Darkvision 60 ft.; Passive Perception 11
 Languages Common plus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     of their lairs to conceal their central hoard chambers from mundane and magical sight. The challenge rating of a legendary emerald dragon increases by 1 when it’s encountered in its lair. Lair Actions
                                                
                                            
                                                
                                                     telepathically whispers to one creature within range of the dragon’s 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
                                                
                                            
                                                
                                                    , piercing, and slashing from nonmagical attacks
 Damage Immunities poison
 Condition Immunities charmed, frightened, poisoned
 Senses darkvision 120 ft., passive Perception 10
 Languages understands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     instigating the stoning. He wears a cowl to conceal his mutilation. Kasimir’s feeling of loss is tinged with simmering rage. Patrina now speaks to her brother in dreams, telling him how years of guilt and
                                                
                                            
                                                
                                                     of 60 feet. Kasimir has the Fey Ancestry feature, which means he has advantage on saving throws against being charmed, and magic can’t put him to sleep. Kasimir wears a ring of warmth and carries a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
                                                
                                            
                                                
                                                    , and slashing from nonmagical attacks
 Damage Immunities poison
 Condition Immunities charmed, frightened, poisoned
 Senses darkvision 120 ft., passive Perception 10
 Languages understands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     hear combat in area 5a, they drop their pickaxes and flee to area 6.)
 Webs. The ceiling is covered with webs that conceal a giant spider. It attacks the adventurers from above.
 Door. The west door to
                                                
                                            
                                                
                                                     darkvision out to a range of 60 feet. She has advantage on saving throws against being charmed, and magic can’t put her to sleep. Add ray of frost to her list of known cantrips. Her spellbook and her arcane focus were taken from her. (The characters can find them in area 20b.)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    -radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. Regional Effects Any
                                                
                                            
                                                
                                                     15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    ). A character can conceal a Tiny object from the Watch with a successful DC 12 Dexterity (Sleight of Hand) check. If the Stone of Golorr is found during a search, the Watch sergeant inspects it
                                                
                                            
                                                
                                                     neutral. He is unarmed, unarmored (AC 11), and worth 0 XP. He has these racial traits: He has advantage on saving throws against being charmed, and magic can’t put him to sleep. He has darkvision out to a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the
                                                
                                            
                                                
                                                    ) 
 
  WIS
  12 (+1) 
 
  CHA
  9 (−1)
Saving Throws Dex +3, Wis +5
 Skills Perception +5
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
 Condition Immunities charmed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     smiling ones feel about their place in the ordning — second to the storm giants. The masks serve as symbols of their devotion, but they also conceal their wearers’ true facial expressions. Cloud Giant
                                                
                                            
                                                
                                                     has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
 Regeneration. The giant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     Immunities charmed, frightened, poisoned
 Senses darkvision 60 ft., passive Perception 9
 Languages understands Abyssal but can’t speak
 Challenge 1/8 (25 XP)
 Actions
 Claws. Melee Weapon Attack: +2 to
                                                
                                            
                                                
                                                     — a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to
                                                
                                            
                                                
                                                     the dragon dies. Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative
                                                
                                            
                                        






