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                        Returning 8 results for 'continual charmed'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                    
 Damage Immunities lightning
 Condition Immunities charmed, exhaustion, frightened, paralyzed
 Senses darkvision 120 ft., truesight 30 ft., passive Perception 20
 Languages all
 Challenge 8 (3,900
                                                
                                            
                                                
                                                     archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
 At will: detect evil and good
 1/day each: aid, continual
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     1H). 1A. Feast Hall The frost giants have tracked snow into this great hall, which is illuminated by continual flame spells cast on torches that are mounted to the walls and wooden pillars. These cold
                                                
                                            
                                                
                                                     Icicles hang from the rafters of this ice-glazed hall, which is illuminated by bluish continual flame spells. An ivory drinking horn rests atop a frozen table in the middle of the room. South of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    
 12(+1)
Saving Throws Dex +6, Con +9, Wis +3
 Skills Athletics +14, Perception +3
 Condition Immunities charmed, frightened
 Senses darkvision 60 ft., passive Perception 13
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , which is free of mist. Chamber of Illusion. The tower’s uppermost chamber is 30 feet square and lit by purple continual flame spells in wall sconces. An inscription written on the walls in Draconic reads
                                                
                                            
                                                
                                                     inscription decorates the wall behind her.
 This chamber is lit by pink continual flame spells flickering in sconces. At the height of her power, the archmage Ivira wore a magic crown to shield her mind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     them with hostile intent. Ishvern and the sea elves use the scout stat block with the following changes: They have advantage on saving throws against being charmed, and magic can’t put them to sleep
                                                
                                            
                                                
                                                     lit by blue continual flame spells cast on seashells and other objects embedded in the walls. Walls and Doors. The shrine’s walls and doors are made of solid stone. Except for the door in area C1, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     lantern with a continual flame spell cast on it hangs above the bed.
 Maleen and Tendra have come from Shadowdusk Hold (level 22) on the orders of Halaster Blackcloak. Under the guise of seeking an
                                                
                                            
                                                
                                                     has advantage on saving throws against being charmed, and magic can’t put him to sleep. He has darkvision out to a range of 120 feet. He can innately cast dancing lights at will, and can cast darkness
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    , piercing, and slashing from nonmagical attacks
 Damage Immunities thunder
 Condition Immunities charmed, frightened, paralyzed, petrified
 Senses truesight 120 ft., passive Perception 24
                                                
                                            
                                                
                                                     creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature has the charmed condition until the end of its next turn. While it has the charmed condition, the creature must
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        






