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Returning 35 results for 'grassy charmed long'.
Magic Items
Dungeon Master’s Guide
orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
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
Mythic Odysseys of Theros
A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long
rest. The creature can’t gain these benefits again until it finishes a long rest.
If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
Spider Climb. The neogi can climb difficult surfaces
Monsters
Spelljammer: Adventures in Space
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
Material Plane, as well as on the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber
Monsters
Mordenkainen Presents: Monsters of the Multiverse
multiverse.Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
Monsters
Waterdeep: Dungeon of the Mad Mage
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Deformed. It has advantage on Wisdom (Perception) checks, and on saving throws against being charmed
Monsters
Out of the Abyss
Insanity. Narrak has advantage on saving throws against being charmed or frightened.
Magic Resistance. Narrak has advantage on saving throws against spells and other magical effects.
Spellcasting
two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): eldritch blast, friends, poison spray
1st level: armor
Monsters
Candlekeep Mysteries
Dark Devotion. Ram Sugar has advantage on saving throws against being charmed or frightened.
Spellcasting. Ram Sugar is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11
","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Breath Weapon (Recharges after a Short or Long Rest). Ram Sugar exhales fire in a 30-foot-long line that is 5 feet wide. Any
Monsters
Journeys through the Radiant Citadel
Wisdom saving throw against this magic or be charmed until the end of the Jijibisha’s next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is
see.Jijibisha Manivarshi, a vicious soul from the land’s past, lurks in the nearby forest. Long ago she made a deal with wicked otherworldly forces that gave her longevity and fiendish powers, a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and
saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect
Monsters
The Wild Beyond the Witchlight
(Recharges after a Short or Long Rest). The knight makes a loud croak while targeting one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed by the knight until the end of its next turn.
’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Multiattack. The knight makes two Glaive attacks.
Glaive. Melee Weapon Attack: +5;{"diceNotation
Duergar Kavalrachni
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Monsters
Out of the Abyss
. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two war pick attacks.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size
Duergar Stone Guard
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Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Phalanx Formation. The duergar has advantage on
","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage while enlarged.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). The darkhaft's
Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute
Monsters
Waterdeep: Dragon Heist
(3 slots): animal messenger, barkskin
Fey Ancestry. Fala has advantage on saving throws against being charmed, and magic can't put Fala to sleep.Quarterstaff. Melee Weapon Attack: +2;{"diceNotation
which has been converted into a greenhouse. Its translucent glass walls allow anyone on the street to see the rainbow of flowers blossoming within.
Fala Lefaliir is an outgoing wood elf with long, braided
Monsters
Waterdeep: Dragon Heist
Fey Ancestry. Soluun has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Gunslinger. Being within 5 feet of a hostile creature or attacking at long range
Monsters
Guildmasters’ Guide to Ravnica
on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire.
The target's hit point maximum is reduced by an amount
equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Caramelization. If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed on a DC 11 Wisdom saving throw or have the charmed
condition. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. The horror has advantage on saving throws against
Monsters
Out of the Abyss
Brave. Horgar has advantage on saving throws against being frightened.
Resistance. Horgar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or
","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Horgar can utter a special command
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1
minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed creature can
Duergar Xarrorn
Legacy
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Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
"} fire damage while enlarged.
Fire Spray (Recharge 5–6). From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must
Monsters
Waterdeep: Dragon Heist
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Gunslinger. Being within 5 feet of a hostile creature or attacking at long range
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
Tales from the Yawning Portal
creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it
/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until
Monsters
Icewind Dale: Rime of the Frostmaiden
Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long
damage.
Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it for 1 minute. A creature
Monsters
Tales from the Yawning Portal
, and illusions, as well as to resist being charmed or paralyzed.
Sneak Attack. Once per turn, the spy can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Sneak Attack"} damage
shortsword attacks.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged, the spy is Large
Monsters
Tales from the Yawning Portal
Duergar Resilience. Snurrevin has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, Snurrevin
, minor illusion, shocking grasp
1st level (4 slots): color spray, shield, silent image
2nd level (2 slots): hold person, shatterEnlarge (Recharges after a Short or Long Rest). For 1 minute, Snurrevin
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). The Keeper of
after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on
Duergar Soulblade
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Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Create Soulblade. As a bonus action, the duergar
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along
Monsters
Guildmasters’ Guide to Ravnica
Hive Mind. The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul.
Pack Tactics. The kraul has advantage on an attack roll against a creature if
","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of
Monsters
The Wild Beyond the Witchlight
Brave. Alagarthas has advantage on saving throws against being frightened.
Fey Ancestry. Alagarthas has advantage on saving throws against being charmed, and magic can’t put him to
bludgeoning damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Alagarthas can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet
Monsters
Acquisitions Incorporated
guardians
Fey Ancestry. Prophetess has advantage on saving throws against being charmed, and magic can't put her to sleep.Maul. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
feature of the village of Red Larch since before there was a Red Larch.
Prophetess spent long years haunted by the fate of her daughter, Auspicia. She never fully believed Omin's stories about the
Monsters
Tales from the Yawning Portal
Duergar Resilience. Nimira has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, Nimira has
enlarged.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, Nimira magically increases in size, along with anything she is wearing or carrying. While enlarged, Nimira is Large, doubles






