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                        Returning 35 results for 'giant charmed last'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While
                                                
                                            
                                                
                                                     Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     expend to cast the spell.
Spell
Charge Cost
Giant Insect
4
Insect Plague
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
                                                
                                            
                                                
                                                    . Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
                                                
                                            
                                                
                                                    . Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
                                                
                                            
                                                
                                                    . Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear
                                                
                                            
                                                
                                                     experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the
                                                
                                            
                                                
                                                     benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn
                                                
                                            
                                                
                                                     through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.
Ring of Elemental Command (Fire);Fire. You know Ignan, and you
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
                                                
                                            
                                                
                                                     origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.
98–00
The
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next
                                                
                                            
                                                
                                                     turn.
Siege Monster. The giant deals double damage to objects and structures.
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Multiattack. The giant
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving
                                                
                                            
                                                
                                                     knocked prone.
Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    .
Disfigured Second Head. The giant has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
                                                
                                            
                                                
                                                    Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Multiattack. The giant makes two fist attacks.
Fist. Melee Weapon Attack: +9;{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Mouth of Madness. The giant is immune to confusion spell.
On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a
                                                
                                            
                                                
                                                     d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Mouth of Madness"} at the start of each of the giant’s turns to determine its action for that turn:
1–3: The giant makes three
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     age, then turned over to artificers working for the dragonmarked houses during the Last War. House Cannith studied these designs, and in the course of uncovering the secrets of the golems and the giant artificers who made them, House Cannith created the first warforged titans.Poison, Psychic
                                                
                                            
                                                
                                                     destruction through enemy armies. Some of the most feared combatants of the Last War, warforged titans are barely sentient, with just enough intelligence to follow commands.
Legacy of Giants. In the Age
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    , the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hit
                                                
                                            
                                                
                                                     reactions.A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes, or along
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     charges)
wall of ice (4 charges).
It regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll"} expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns
                                                
                                            
                                                
                                                     creature that successfully grapples the staff must succeed on a DC 12 Charisma saving throw or be charmed by the staff until the staff is no longer in its grasp. While the creature is charmed, the staff
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t
                                                
                                            
                                                
                                                    Extra Heads. The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded
                                                
                                            
                                        
                                                     Magic Items
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a
                                                
                                            
                                                
                                                     creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.
The sword also functions as a wand of enemy
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walkStorvald, a fierce and adventurous frost giant jarl, traveled to the coldest reaches
                                                
                                            
                                                
                                                     dragons by holding their eggs hostage. Within a matter of months thereafter, he also freed several gigantic longships from the ice and sent his giant raiders out to attack smaller ships and plunder their
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the Telepathic Pentacle takes 25 or more damage in a single turn, one of its heads dies
                                                
                                            
                                                
                                                    . If all its heads die, the Telepathic Pentacle dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the
                                                
                                            
                                                
                                                     hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits:
He has advantage on Strength checks and Strength saving throws.
He deals an extra 3 damage when he
                                                
                                            
                                                
                                                     hits a target with a melee weapon attack.
He has resistance to bludgeoning, piercing, and slashing damage.
Special Equipment. Torogar wears gauntlets of flaming fury and a belt of fire giant strength
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Fey Ancestry. The mutated drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
                                                
                                            
                                                
                                                     attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The mutated drow's
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
                                                
                                            
                                                
                                                     to 0 hit points and the ship has at least 1 hit point, the ghost re-forms 24 hours later in the ship’s cargo hold with all its hit points.
If it moves more than 100 feet from the Last Breath
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    );{"diceNotation":"3d10+7","rollType":"damage","rollAction":"Sword","rollDamageType":"slashing"} slashing damage.The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An
                                                
                                            
                                                
                                                     iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
                                                
                                            
                                                
                                                     to fire damage; immunity to bludgeoning, poison, and psychic damage).To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . The matriarch sings a magical melody. Every humanoid and giant within 300 feet of the matriarch that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends
                                                
                                            
                                                
                                                    . The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated.
While charmed by the matriarch, a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Two Heads. The sorrowsworn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Rising Anger. If another creature deals damage to the
                                                
                                            
                                                
                                                     other creature has dealt damage to it since the end of its last turn.Multiattack. The sorrowsworn makes two Hook attacks.
Hook. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Multiple Heads. The dracohydra has five heads. While it has more than one head, the dracohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and
                                                
                                            
                                                
                                                     heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The dracohydra regains 10 hit points for each head regrown this way.
Reactive Heads
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     that appears at the head of the bolt as it streams through the air. In rare moments, the hulk coalesces into a bipedal shape resembling a storm giant, but these moments are as fleeting as a lightning
                                                
                                            
                                                
                                                     strike. At other times, particularly when near metal or solid earth, the hulk seems on the verge of dispersing entirely, losing its last shreds of cohesion as a single entity. Its mental state is
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     of itself. It also has advantage on attack rolls against creatures that have cast a spell since the end of the witchstalker’s last turn.Multiattack. The witchstalker makes two Bite attacks
                                                
                                            
                                                
                                                     one Bite attack against the creature.Twice the size of their ordinary kin, witchstalkers are giant wolves drawn to sources of magic by their supernatural sense of smell. As a result, the moors and
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.
The crystal has
                                                
                                            
                                                
                                                     the spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    .
Blades of Eberron
In the aftermath of Eberron’s Last War, a warforged called the Lord of Blades rose to fill the power vacuum left in the devastated Mournland. The Lord of Blades&rsquo
                                                
                                            
                                                
                                                     target can make one melee attack using its reaction, if available, and has advantage on the attack roll.
Rally the Troops (1/Day). The lieutenant ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of itself.
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     damage in a single turn, one of its heads dies. If all its heads die, the Goose Mother dies.
At the end of its turn, the Goose Mother grows two heads for each of its heads that died since its last
                                                
                                            
                                                
                                                     turn, unless it has taken poison damage since its last turn. The Goose Mother regains 10 hit points for each head when it regrows.
Reactive Heads. For each head the Goose Mother has beyond one, it gets
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ’s last turn.
Rock. Ranged Weapon Attack: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10
                                                
                                            
                                                
                                                    , sometimes turn to the worship of the demon lord Kostchtchie. In the myths of these giants, Kostchtchie was once a frost giant of such tremendous might that he slew a demon lord in single combat
                                                
                                            
                                        





