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                        Returning 35 results for 'ground charmed link'.
                    
                
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
                                                
                                            
                                                
                                                    .
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     of the guide. The target doesn’t move into obviously dangerous ground, such as a fire or a pit. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on
                                                
                                            
                                                
                                                     30 feet of the guide must succeed on a DC 11 Wisdom saving throw or be magically charmed by the guide for 1 hour.
A charmed target must move on its turn toward the guide, trying to get within 5 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Two Heads. The amphisbaena has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Multiattack. The
                                                
                                            
                                                
                                                    "} poison damage.Found in Danger at Dunwater, these strange reptiles have a head at either end of their serpentine bodies, each one equipped with venomous fangs. To move, an amphisbaena uses one head to grip the neck of its other head, forming a hoop that rolls over the ground.
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Podling Link. The plant can see through and communicate telepathically with any of its podling;podlings within 10 miles of it.
Rejuvenation. When the plant dies, it returns to life in the place
                                                
                                            
                                                
                                                     where it died 1d12 months later, unless the ground where it took root is sown with salt or soaked with poison.
Unusual Nature. The plant doesn’t require sleep.Multiattack. The plant makes three
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She earned her nickname from her habit of gnawing on old kills, and is often seen
                                                
                                            
                                                
                                                     effect two rounds in a row:
Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     make it have the charmed or frightened condition.Multiattack. The goblin makes two Unarmed Strike attacks.
Unarmed Strike. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit
                                                
                                            
                                                
                                                     physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a telekinetic thrust strong enough to knock enemies to the ground.
Psionic Goblins
The
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                     underground city known as Southkrypt. For centuries, Kryptgarden Forest has been the home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She
                                                
                                            
                                                
                                                    -foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    
9th level (1 slot): foresight
Elven. She has advantage on saving throws against being charmed, and magic can't put her to sleep.Scimitar. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
                                                
                                            
                                                
                                                     falls to the ground, melds with her new form, or is worn by the new form. Wyllow reverts to her true form if she dies or falls unconscious. Wyllow can revert to her true form using a bonus action on her
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    /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
                                                
                                            
                                                
                                                     it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     creature is charmed by the radiant idol. 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
                                                
                                            
                                                
                                                     radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a
                                                
                                            
                                                
                                                     against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises
                                                
                                            
                                                
                                                     saving throw against this magic or be charmed by Zorak. The charmed target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Grungs
Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground
                                                
                                            
                                                
                                                     loud noise at the start and end of its turn.
Gold Grung. The creature is charmed by the grung and can speak Grung.
Green Grung. The poisoned creature can’t move except to climb or make standing
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     attacks.A mangler is a low-slung, creeping horror with multiple gangly arms—it most often has six arms but can have any number from four to eight. Manglers creep along the ground or the walls
                                                
                                            
                                                
                                                    . 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
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape
                                                
                                            
                                                
                                                     charmed by the grung and can speak Grung.
Green Grung. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole
                                                
                                            
                                                
                                                     creature is charmed by the grung and can speak Grung.
Green Grung. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
                                                
                                            
                                                
                                                     ties), the beholder can take one lair action to cause one of the following effects:
A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies.
Fighting Arasta as a mythic
                                                
                                            
                                                
                                                     next dawn.
If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature
                                                
                                            
                                                
                                                     another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the ground rises the following night as a vampire spawn under Keresta's control.
Charm. Keresta targets one humanoid it can see within 30 feet of it. If the target can see Keresta, the target must
                                                
                                            
                                                
                                                     succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Keresta. The charmed target regards Keresta as a trusted friend to be heeded and protected. Although the target isn't under
                                                
                                            
                                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is
                                                
                                            
                                                
                                                     active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions
                                                
                                            
                                        
                                                    Dominate Monster
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this
                                                
                                            
                                                
                                                    You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are
                                                
                                            
                                        
                                                    Adult Green Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength
                                                
                                            
                                                
                                                     fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies
                                                
                                            
                                        
                                                    Empyrean
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     empyrean makes one attack.
Bolster. The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they
                                                
                                            
                                                
                                                     gain advantage on ability checks and saving throws until the end of the empyrean’s next turn.
Trembling Strike (Costs 2 Actions). The empyrean strikes the ground with its maul, triggering an
                                                
                                            
                                        
                                                    Dominate Beast
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic
                                                
                                            
                                                
                                                    You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting
                                                
                                            
                                        
                                                    Dominate Person
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic
                                                
                                            
                                                
                                                    You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are
                                                
                                            
                                        
                                                    Ancient Green Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15
                                                
                                            
                                                
                                                    , vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon
                                                
                                            
                                        
                                                    Aboleth
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed
                                                
                                            
                                                
                                                     target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target
                                                
                                            
                                        
                                                    Teleportation Circle
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know
                                                
                                            
                                        
                                                    Vampire
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm
                                                
                                            
                                                
                                                    . The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the
                                                
                                            
                                                
                                                     vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected
                                                
                                            
                                        





