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                        Returning 35 results for 'next charmed road pdf'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour.
This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     nature, a target ceases to be Charmed in this way. Once used, this property canât be used again until the next dawn.
                                                
                                            
                                                
                                                     throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
                                                
                                            
                                                
                                                    Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, âWalk to the village down that road, and help the villagers
                                                
                                            
                                                
                                                     throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     performer with an attack roll. ResponseâWisdom Saving Throw: DC 17, the triggering creature. Failure: The attack roll misses the performer, and the target has the Charmed condition until the end of the performerâs next turn.
                                                
                                            
                                                
                                                    . Failure: 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Majestic Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed or Frightened condition
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     damage, and the target has the Charmed condition until the start of the satyrâs next turn.
Fey Melody (Recharge 4â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fey Melody"}. The
                                                
                                            
                                                
                                                    :
Charming. The target has the Charmed condition for 1 minute. While Charmed, the target has the Incapacitated condition and uses all its movement to dance in place. The effect ends on the target if it
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirateâs next turn.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its
                                                
                                            
                                                
                                                     movement to dance in place.
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixieâs choice) until the start of the pixieâs next turn
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Scimitar", "rollDamageType":"Poison"} Poison damage, and the target suffers one of the following effects of the pirateâs choice:
Awestruck. The target has the Charmed condition
                                                
                                            
                                                
                                                     until the start of the pirateâs next turn. Poison. The target has the Poisoned condition until the start of the pirateâs next turn.
Pistol. Ranged Attack Roll: +10;{"diceNotation":"1d20
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the spriteâs next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Beguiling Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the end of the performerâs next turn. Success: Half
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     choice of (A) the Charmed condition until the start of the githzeraiâs next turn or (B) the Prone condition, provided the target is a Large or smaller creature.
Spellcasting. The githzerai casts one
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    -foot Emanation originating from the animal lord. Failure: The target suffers one of the following effects:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn
                                                
                                            
                                                
                                                    . While Charmed, the target has the Incapacitated condition. Fearful (Hunter Only). The target has the Frightened condition until the end of its next turn. Mired (Sage Only). The target takes 10 (3d6
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirateâs next turn.
                                                
                                            
                                                
                                                    . Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Rapier", "rollDamageType":"Piercing"} Piercing damage, and the pirate has Advantage on the next attack roll it makes
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     5 ft. or range 60 ft. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Beguiling Strike", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed
                                                
                                            
                                                
                                                     condition until the start of the nobleâs next turn.
Spellcasting. The noble casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
                                                
                                            
                                                
                                                    
STR
13
+1
+1
DEX
16
+3
+3
CON
14
+2
+2
 
 
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
16
+3
+3
Immunities Charmed
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"3d6+3", "rollType":"damage", "rollAction":"Serpentine Gaze", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the start of the nagaâs next turn
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollDamageType":"Radiant"} Radiant damage, and the target has the Charmed or Poisoned condition (pixieâs choice) until the start of the pixieâs next turn.
Spellcasting. The pixie casts
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaadâs next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
                                                
                                            
                                                
                                                    ", "rollAction":"Chaos Claw"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     ft. or range 60 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Chaos Staff", "rollDamageType":"Force"} Force damage. Until the start of the slaadâs next turn
                                                
                                            
                                                
                                                    , the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     following effect:
Captivated (Forager Only). The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.
Magic Resistance. The
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaadâs next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
                                                
                                            
                                                
                                                    ":"roll", "rollAction":"Chaos Blade"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only. 2: Paralyzing Ray. Constitution
                                                
                                            
                                                
                                                     Frightened condition until the end of its next turn. 4: Slowing Ray. Constitution Saving Throw: DC 16. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Slowing Ray
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.
Paralyzing Ray
                                                
                                            
                                                
                                                     target has the Frightened condition until the end of its next turn. Success: Half damage only.
Slowing Ray. Constitution Saving Throw: DC 17. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs 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
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    
â3
â3
Resistances Poison
Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands the languages
                                                
                                            
                                                
                                                     Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target canât make Opportunity Attack;Opportunity Attacks, and its Speed is halved.
Actions
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     to 0 Hit Points, Blackrazor devours your soul (see âDevour Soulâ below).
While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight
                                                
                                            
                                                
                                                     creatureâs Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after which it canât cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire canât take this action again until the start of its next
                                                
                                            
                                                
                                                    "}. The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the start of the vampireâs next turn.
Hunger of Hadar (Recharge 5â6);{"diceNotation":"1d6", "rollType
                                                
                                            
                                                
                                                     the start of its next turn.
Umbral Strike. The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.Vampire Lairs
vampire;Vampires and vampire umbral lords
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
                                                
                                            
                                                
                                                     Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesnât count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Ornament (Slumbering);Slumbering (Uncommon). You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.
Scaled Ornament (Stirring);Stirring (Rare
                                                
                                            
                                                
                                                    ). You gain a +1 bonus to AC, and you canât be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the lion's next turn.Twice the size of normal lions and with resplendent manes of silvery or golden hair, fleecemane lions prowl and protect sites imbued with the power of Nyx. While the specifics of
                                                
                                            
                                                
                                                     these massive lions' connection to Nyx is unclear, many myths tell of the deadly predators stalking mortals and spreading fear until they're ultimately defeated by a brave hunter. As a result, overcoming a fleecemane lion is widely considered an early step on the road to becoming a true hero.
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollDamageType":"fire"} fire damage.
Fiendish Charm. One humanoid Isolde can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target
                                                
                                            
                                                
                                                     effect on itself on a success. If a targetâs saving throw is successful, or if the effect ends for it, the creature is immune to Isoldeâs Fiendish Charm for the next 24 hours.Isolde was a holy
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     is a creature, it must succeed on a DC 13 Charisma saving throw or have disadvantage on the next attack roll it makes until the end of its next turn.
Spellcasting. The muse casts one of the following
                                                
                                            
                                                
                                                     feet of the muse must make a DC 13 Wisdom saving throw. On a failed save, the creature has the charmed condition for 1 minute. On a successful save, the creature becomes immune to any museâs
                                                
                                            
                                        






