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Returning 35 results for 'promises age and his charm'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours.Multiattack. The giant makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +10
Monsters
Thieves’ Gallery
Disarming Charm. While Forge isn’t wearing armor, his AC includes his Charisma modifier.
Double-Cross. If Forge hits a creature friendly to him with an attack roll, the attack is automatically
audacious criminal has left a trail of broken promises and false identities along the Sword Coast. He conceals flexible morals and a ready dagger behind his winning smile.
Forge enjoys the finer
Monsters
Spelljammer: Adventures in Space
the attacker.On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to
leader of a criminal enterprise, the lord of a plasmoid community, or the captain of a spelljamming ship. Regardless of the roles they secure for themselves, plasmoid bosses need no small amount of charm
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person
this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz
Monsters
Curse of Strahd
following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw
they had given him. Ezmerelda witnessed van Richten’s act of mercy and was deeply moved by it.
Van Richten’s Tragic Tale. At the age of fifteen, Ezmerelda, still troubled by what her
monsters
Intelligence as the spellcasting ability (spell save DC 12):
At Will: Charm Person, Disguise Self, Message.
1/Day: Thunderwave.
It was a thin, stoop-shouldered man not much under six feet tall...
His
age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue
monsters
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Detect Magic, Eldritch Blast, Minor Illusion, Thaumaturgy
2/Day Each: Charm Person, Cure Wounds, Mage Armor
came, they found Glitterbough deserted, and when they burned it in frustration, they suffered greatly from the magical traps the elves had left behind to greet them.
When she came of age a few years
Wizard
Legacy
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Classes
Basic Rules (2014)
in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age
background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion If the characters save Pangil ng Buwan, the bakunawa accompanies them back to Kalapang. Pangil ng Buwan apologizes to the townsfolk, explains the cause of the attack, and promises to aid
in restoring the town. Nimuel and Lungtian reward the characters as promised, with Lungtian bestowing the Ninuno’s Mark charm upon each of them (see “Ninuno’s Mark” below). If the party is unable to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion If the characters save Pangil ng Buwan, the bakunawa accompanies them back to Kalapang. Pangil ng Buwan apologizes to the townsfolk, explains the cause of the attack, and promises to aid
in restoring the town. Nimuel and Lungtian reward the characters as promised, with Lungtian bestowing the Ninuno’s Mark charm upon each of them (see “Ninuno’s Mark” below). If the party is unable to
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Forge Fitzwilliam Forge Fitzwilliam is a con artist who manipulates others with lies and flattery. The audacious criminal has left a trail of broken promises and false identities along the Sword
haven’t slaked his thirst—in fact, his ambitions only grow grander with time. Forge Fitzwilliam Medium Humanoid, Neutral Evil
Armor Class 17 (Disarming Charm)
Hit Points 110 (20d8 + 20)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Forge Fitzwilliam Forge Fitzwilliam is a con artist who manipulates others with lies and flattery. The audacious criminal has left a trail of broken promises and false identities along the Sword
haven’t slaked his thirst—in fact, his ambitions only grow grander with time. Forge Fitzwilliam Medium Humanoid, Neutral Evil
Armor Class 17 (Disarming Charm)
Hit Points 110 (20d8 + 20)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Response Mayor Raven thanks the characters for defending her people, fearing things would have gone far worse if they hadn’t. She promises to reward the characters, but at the moment, she’s focused
also use healing magic to save a wounded villager by restoring 1 or more hit points. Any healed villager thanks their savior, giving the character a piece of jewelry or lucky charm worth 20 gp. If a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Response Mayor Raven thanks the characters for defending her people, fearing things would have gone far worse if they hadn’t. She promises to reward the characters, but at the moment, she’s focused
also use healing magic to save a wounded villager by restoring 1 or more hit points. Any healed villager thanks their savior, giving the character a piece of jewelry or lucky charm worth 20 gp. If a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Plasmoid Boss On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to
charm and wit, in addition to their strength and size, to stay in power for long. Plasmoid Boss
Large Ooze, Any Alignment
Armor Class 11
Hit Points 82 (11d10 + 22)
Speed 30 ft.
STR
18 (+4
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Devil Traits Common traits among devils include the following: Charm. Devils are consummate charmers. Like humans, some are better at it than others. The good ones savor the exchange of pleasantries
or a soul. They’ve learned that more can be gained from behaving in a civilized manner than reacting angrily or violently. Deviousness. Devils don’t age, so there’s rarely a sense of urgency with a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Plasmoid Boss On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to
charm and wit, in addition to their strength and size, to stay in power for long. Plasmoid Boss
Large Ooze, Any Alignment
Armor Class 11
Hit Points 82 (11d10 + 22)
Speed 30 ft.
STR
18 (+4
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Devil Traits Common traits among devils include the following: Charm. Devils are consummate charmers. Like humans, some are better at it than others. The good ones savor the exchange of pleasantries
or a soul. They’ve learned that more can be gained from behaving in a civilized manner than reacting angrily or violently. Deviousness. Devils don’t age, so there’s rarely a sense of urgency with a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
await the atropal’s apotheosis, when the downfall of civilization promises an abundance of souls to harvest. The Sewn Sisters spy on intruders from the Border Ethereal. Any character who can perceive
charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler
creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
await the atropal’s apotheosis, when the downfall of civilization promises an abundance of souls to harvest. The Sewn Sisters spy on intruders from the Border Ethereal. Any character who can perceive
charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict taking place inside an elf’s mind. Elves keep their passion internalized because they learn at a young age that such feelings can become destructive when they are allowed to take control. Elves
. This hatred dates back to when the primal elves surrendered their mutable forms in response to Lolth’s promises. They split into two factions: the drow, who believed that Corellon had held them back and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict taking place inside an elf’s mind. Elves keep their passion internalized because they learn at a young age that such feelings can become destructive when they are allowed to take control. Elves
. This hatred dates back to when the primal elves surrendered their mutable forms in response to Lolth’s promises. They split into two factions: the drow, who believed that Corellon had held them back and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Doña Rosa’s Vecindad The old manor house stands on a quiet street. Read the following to set the scene: This large manor shows its age, but the building is well cared for and, like the rest of the
they’re honoring and receives the Guidance of the Remembered charm. Guidance of the Remembered. A deceased ancestor or loved one provides you with guidance, granting you insight via a charm (a type
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler
creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Doña Rosa’s Vecindad The old manor house stands on a quiet street. Read the following to set the scene: This large manor shows its age, but the building is well cared for and, like the rest of the
they’re honoring and receives the Guidance of the Remembered charm. Guidance of the Remembered. A deceased ancestor or loved one provides you with guidance, granting you insight via a charm (a type
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mwaxanaré and Na At the tender age of seventeen, Princess Mwaxanaré (“Naré” for short) is the oldest living descendant of the royal families of Omu and the natural inheritor of their fallen kingdom
expended spell slots when she finishes a short or long rest. She knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand
1st level (2 slots): charm person, protection from evil
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Souls and Shells Barovians are made of flesh and blood. They are born, they live, they age, and they die. But not all of them—only about one in every ten—have souls. When a being with a soul dies in
souls are empty shells created by his consciousness to fill out the local population. Although they are physically indistinguishable from Barovians with souls, they tend to be bereft of charm and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Souls and Shells Barovians are made of flesh and blood. They are born, they live, they age, and they die. But not all of them—only about one in every ten—have souls. When a being with a soul dies in
souls are empty shells created by his consciousness to fill out the local population. Although they are physically indistinguishable from Barovians with souls, they tend to be bereft of charm and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mwaxanaré and Na At the tender age of seventeen, Princess Mwaxanaré (“Naré” for short) is the oldest living descendant of the royal families of Omu and the natural inheritor of their fallen kingdom
expended spell slots when she finishes a short or long rest. She knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand
1st level (2 slots): charm person, protection from evil
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
High Forest Anyone with even a hint of elven blood can’t help but feel it stir upon setting foot in the High Forest. The sheer age and the power of the trees, the depth of their roots, and the wind
tribes of wood elves — and a few moon elf tribes — still roam the wood protecting these ruins, the monuments to their golden age. Few beyond the borders of the High Forest know much about these elves, who
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
High Forest Anyone with even a hint of elven blood can’t help but feel it stir upon setting foot in the High Forest. The sheer age and the power of the trees, the depth of their roots, and the wind
tribes of wood elves — and a few moon elf tribes — still roam the wood protecting these ruins, the monuments to their golden age. Few beyond the borders of the High Forest know much about these elves, who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, Lord Gralhund had expected his wife to fill one of the vacancies. That never happened, though, despite many promises and bribes. After she was passed over, Orond became insanely angry, and he has
he opens his mouth, his boorish nature, inflated sense of self-importance, fragile ego, and despicable opinions about “the common rabble” come to the fore, and his charm quickly dissipates. When not in