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                        Returning 14 results for 'confined charmed'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Zariel to call forth the contract takes guile, as the archdevil can’t be charmed. Destroying the original copy of Thavius Kreeg’s contract frees Elturel while leaving Zariel’s other contracts intact. The
                                                
                                            
                                                
                                                     Baldur’s Gate, he crawled out of the River Styx as a lemure. In accordance with the terms of their contract, Zariel promoted him to an amnizu, then confined him in her fortress (see “Poor Devil: Thavius
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Confined inside is a prisoner named Marta Moonshadow. Fascinated by drow culture, Marta hoped to join the ranks of House Auvryndar but was captured and locked up instead. She seeks an opportunity to prove
                                                
                                            
                                                
                                                     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->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     others.
 Each tier in the room is 10 feet in depth and width. The three middle levels are enclosed by 10-foot-tall glass walls that keep the inhabitants of those tiers confined. The two on either side
                                                
                                            
                                                
                                                     are filled with water. All the creatures in this room have been charmed and ordered to stay in their areas as long as their glass walls are intact.  Map 4.5: Aquarium and Prison A 10-foot-square area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals
                                                
                                            
                                                
                                                     TALISMANS
 Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
                                                
                                            
                                                
                                                    , Deception +9, Insight +5, Perception +5, Stealth +6
 Damage Resistances poison
 Damage Immunities psychic
 Condition Immunities charmed
 Senses darkvision 60 ft., passive Perception 15
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , concludes that it’s nothing of consequence, and returns it to its owner. Dock Ward Courthouse Arrested characters are brought to a courthouse in the Dock Ward and confined to cells (area H8) until their
                                                
                                            
                                                
                                                     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->Prisoner 13
                                                    
                                                
                                            
                                                    . While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
                                                
                                            
                                                
                                                    , Deception +9, Insight +5, Perception +5, Stealth +6
 Damage Resistances poison
 Damage Immunities psychic
 Condition Immunities charmed
 Senses darkvision 60 ft., passive Perception 15
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can’t bring his full power to
                                                
                                            
                                                
                                                    
 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
 Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
 Senses truesight 120 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     
  1 (–5) 
 
  WIS 
  10 (+0) 
 
  CHA 
  1 (–5)
Damage Vulnerabilities fire
 Damage Immunities poison, psychic
 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed
                                                
                                            
                                                
                                                     
  10 (+0) 
 
  INT 
  1 (–5) 
 
  WIS 
  5 (–3) 
 
  CHA 
  1 (–5)
Damage Immunities poison, psychic
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
                                                
                                            
                                                
                                                    ) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.  Magical Effects The catastrophe of the Mourning altered more than the landscape and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     that approaches within 10 feet of the edge must succeed on a DC 13 Wisdom saving throw or be compelled to leap into the pit (a creature ignores this effect if immune to being charmed). Such a creature
                                                
                                            
                                                
                                                     in the room takes 3 (1d6) fire damage as long as the elemental is present. The runes on the wall are a set of arcane bonds that keep the elemental confined here. A character who makes a successful DC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     a descendant of Tasha Petrovna, a priest entombed in Castle Ravenloft (chapter 4, area K84, crypt 11). The Baronet. The baron’s miserable son, Victor Vallakovich (NE male human mage), has confined
                                                
                                            
                                                
                                                     Ravenloft, then fades away. A creature charmed by Strahd feels compelled to accept the vampire’s invitation. N3q. Bathroom An iron tub with clawed feet stands against the back wall. Neatly folded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     loincloth.
 A chaotic neutral ogre named Yug occupies this cell. For the past three days, Yug has been confined here for breaking a duergar’s arm in anger over the theft of Gruk-Gruk, a crude rag doll
                                                
                                            
                                                
                                                     property again until the next dawn. Condition Immunities. While attuned to the book, you can’t be charmed or frightened. Evil Presence. The book houses an evil spirit that is hostile toward you. When
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     creature that can hear the music must make a DC 15 Wisdom saving throw. On a successful save, a creature is immune to the music of the globe for 24 hours. On a failed save, a creature becomes charmed and
                                                
                                            
                                                
                                                    , while charmed in this way, can take only the Dash action and move toward area 3. The effect on a creature ends once that creature reaches the floor beyond the pit trap in area 3. If an affected
                                                
                                            
                                        





