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Returning 35 results for 'guard charmed lashing'.
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Spells
Player’s Handbook
−3
−3
Resistances Poison
Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands the languages
spell’s level Bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if
Magic Items
Dungeon Master’s Guide
CON
16
+3
+3
Mod
Save
INT
16
+3
+3
WIS
16
+3
+3
CHA
16
+3
+3
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
The Book of Many Things
succeed on a DC 17 Wisdom saving throw or have the charmed condition until the start of Hulgaz’s next turn.
Brimstone Vapor (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
the good feelings of her charmed victims. She chooses any number of creatures she can see who are charmed by her. Each target takes 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Phalanx Formation. The duergar has advantage on attack rolls and
inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"poison"} poison damage.The grung stat block represents a typical grung warrior or hunter, met either in a grung community or traveling elsewhere as a mercenary, game warden, guard, or bandit
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
Dragonlance: Shadow of the Dragon Queen
Aura of Command. The draconian radiates a commanding presence in a 20-foot-radius sphere centered on itself. A draconian in the aura that can see or hear the aurak can’t be charmed and has
corrupted by a combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies closely guard the secret of the draconians’ creation, allowing Krynn’s metallic dragons to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training
Monsters
Bigby Presents: Glory of the Giants
guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants
centered on a point it can see within 90 feet of itself. Each 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this
Monsters
Curse of Strahd
feet and its high jump is up to 10 feet, with or without a running start.20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed
wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.
Horrific Offspring. It’s possible to restore a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in
Monsters
Curse of Strahd
to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him
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
Fizban's Treasury of Dragons
are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the
hunts for buried coins for the dragon’s hoard.
3
A galeb duhr acts as a door guard to a young emerald dragon;young emerald dragon's lair.
4
A young emerald dragon invites repeated
Summon Construct
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
11 (+0)
CHA
5 (-3)
Damage Resistances poison
Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses
, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
Languages all languages known to its summoner
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Violet Fungus Slow but mobile, violet fungi rot any flesh they touch with their lashing tendrils. Viktor Titov Violet Fungus Necrohulk
Violet Fungus Medium Plant, Unaligned
AC 5 Initiative
Cha 1 −5 −5
Immunities Blinded, Charmed, Deafened, Frightened
Senses Blindsight 30 ft.; Passive Perception 6
Languages None
CR 1/4 (XP 50; PB +2)
Actions
Multiattack. The fungus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Anti-Illithid Defense Two crystal golems (see “Crystal Golems”) guard this room. They attack any creature that enters this area unescorted by a githyanki, a crystal golem, or a red dragon. If
combat breaks out in this chamber, the githyanki warriors in area 6a come to investigate. A permanent enchantment in this chamber grants any creature in the area advantage on saving throws against being charmed, and causes the levitate and detect thoughts spells to automatically fail when cast.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Resistances poison
Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the
Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Elf Honor Guard The safety of important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat
. Astral Elf Honor Guard
Medium Humanoid, Any Alignment
Armor Class 17 (half plate)
Hit Points 93 (17d8 + 17)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
charmed, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 1,000 ft.
Challenge 19 (22,000 XP) Proficiency Bonus +6
Aberrant Rejuvenation. When the emissary
, drink, or sleep.
Actions
Multiattack. The emissary makes three attacks.
Lashing Maw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) acid
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Aarakocra Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the poison becomes easy pickings for any nearby members of the war band. Each shoosuva
, fire, lightning
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Gnoll, telepathy 120 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor’s fury persists until the moment of its
+12
Ability Score Mod Save
Int 20 +5 +5
Wis 16 +3 +9
Cha 22 +6 +6
Skills Perception +9
Resistances Cold, Lightning
Immunities Fire, Poison; Charmed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Save
STR 18 +4 +4
DEX 10 +0 +0
CON 18 +4 +4
Mod Save
INT 14 +2 +2
WIS 11 +0 +0
CHA 5 −3 −3
Resistances Poison
Immunities Charmed
down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). Trigger: The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Stone Guard The stone guard are elite duergar troops, deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions. Duergar Stone
Guard
Medium humanoid (dwarf), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 39 (6d8 + 12)
Speed 25 ft.
STR
18(+4)
DEX
11(+0)
CON
14(+2)
INT
11(+0
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
to run. A Mysterious Stranger Offers a Quest d8 Objective 1 Recover a particular item 2 Find and return with an NPC or monster 3 Slay a terrible monster or NPC 4 Guard a person while they perform
Secret d8 Secret 1 Intends to betray the party 2 Unwittingly provides false information 3 Has a secret agenda (roll another quest) 4 Is a devil in disguise 5 Has led other parties to their doom 6 Is the charmed thrall of a mind flayer 7 Is possessed by a ghost 8 Is a solar in disguise
Compendium
- Sources->Dungeons & Dragons->Monster Manual
royals. Some share their techniques with apprentices, while others jealously guard their secrets. Performer Maestro Medium or Small Humanoid, Neutral
AC 18 Initiative +7 (17)
HP 110 (17d8 + 34)
Speed
Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 20 (3d10 + 4) Psychic damage, and the target has the Charmed condition until the end of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. Constructed Nature. A living spell doesn’t require air, food, drink, or sleep. Customizing a
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1 (200 XP)
Amorphous. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
to look as a two-headed, gray-skinned giant bursts through a gate, howling madly and lashing out left and right, littering the plaza with rock and stone debris. As he bellows, one of his swings
giant has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. The giant is unarmed. As an action, it can
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Str 19 +4 +4 Dex 18 +4 +8 Con 16 +3 +7 Ability Score Mod Save Int 16 +3 +7 Wis 19 +4 +8 Cha 18 +4 +8
Skills Arcana +11, History +11, Religion +11
Immunities Poison; Charmed, Paralyzed
outright if their compensation doesn’t match the danger they face.
To distinguish between Waterdeep’s different groups of guardians, keep this handy mnemonic in mind: the Guard guards the walls while the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1 (200 XP)
Rampage. When it reduces a creature to 0 hit points
war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of her shoulders or waggle of her finger is a well-rehearsed ploy, a gesture she has weaponized to put her targets off guard. Hulgaz is a charmer in both the common and magical sense. She effortlessly
, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities charmed, poisoned
Senses truesight 120 ft., passive Perception 17
Languages
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. This spring provides clean water. 15f. Troll Guard Post Two trolls charmed by the nagas’ rod of rulership are crammed in this alcove until they are drawn elsewhere.
Thrall. Agorra Duskaxe, a female duergar, stands guard just inside the entrance.
Steamer. Water dripping from a crack in the ceiling falls into a cylindrical metal contraption at the center of the cave






