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Returning 35 results for 'prone age and his charmed'.
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Spells
Player’s Handbook
A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Monsters
Monster Manual
choice of (A) the Charmed condition until the start of the githzerai’s next turn or (B) the Prone condition, provided the target is a Large or smaller creature.
Spellcasting. The githzerai casts one
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
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
Monsters
Eberron: Rising from the Last War
the target is prone.
Hammerfist. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit"} to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6);{"diceNotation":"3d8+6","rollType":"damage
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Sweeping Axe (Recharge 6);{"diceNotation":"1d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone if it is a
creature.An aurochs is a large, fierce bovine with jutting horns. In many lands, herds of aurochs roam free, while elsewhere orcs and humans train them from an early age to carry riders into combat
Magic Items
Bigby Presents: Glory of the Giants
affecting this creature ends immediately; the condition can be blinded, charmed, deafened, or poisoned.
Shield Bash. When you take the Attack action on your turn, you can replace one of your attacks
failed save, the target takes 3d6 bludgeoning damage plus 3d6 fire damage and is knocked prone. On a successful save, the target takes half as much damage only. You can use Shield Bash only once per turn.
Once the shield has been activated, it can’t be activated again until the next dawn.
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Iggwilv is immune to any effect that would age her, and she can’t die from old age.
Legendary Resistance (3/Day). If Iggwilv fails a saving throw, she can choose to
":"lightning"} lightning damage, and if the target is a creature, it must succeed on a DC 22 Wisdom saving throw or be charmed by Iggwilv until the start of her next turn.
Abyssal Rift (Recharge 5–6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep.
Spider Climb. The hatchling can climb difficult
of each of its turns, ending the effect on itself on a success.A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject
Monsters
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
addition, any creature Bavlorna has swallowed is immediately expelled and falls prone in an unoccupied space within 5 feet of her.Multiattack. Bavlorna makes one Bite attack and one Withering Ray attack
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to dwell in the Silver Void. As
Monsters
Mordenkainen Presents: Monsters of the Multiverse
until death, each has a military rank. Promotions don’t depend on age but are granted by a superior as a reward for valor.
Muskets and grenades are the specialties of many giff regiments. The
","rollType":"damage","rollAction":"Gunpowder Keg","rollDamageType":"fire"} fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Caramelization. If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed on a DC 11 Wisdom saving throw or have the charmed
condition. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. The horror has advantage on saving throws against
Monsters
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
Escape. The goblin takes the Disengage or Hide action.
Telekinetic Shove. The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.
Monsters
Fizban's Treasury of Dragons
saving throw or be pushed up to 20 feet away and knocked prone.
Rime Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Rime Breath"}. The sea serpent exhales a 30-foot
members of a ship’s crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with
Monsters
Quests from the Infinite Staircase
lands in a space within 10 feet of the froghemoth and has the prone condition. If the froghemoth dies, any swallowed creatures are no longer restrained by it and can escape from the corpse using 10
feet of movement, exiting with the prone condition.
Tentacle. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 20 ft., one target. Hit: 20
Monsters
Mordenkainen Presents: Monsters of the Multiverse
knocked prone.
Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save
creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving
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
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn’t require
Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
next 24 hours.
Six Heads. The anathema has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.Multiattack (Anathema Form Only). The anathema
.
Anathemas don’t age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire regions under their control.PoisonAcid
Monsters
The Wild Beyond the Witchlight
Fey Ancestry. Witch has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Special Equipment. Witch carries and is attuned to the Witchlight watch.Multiattack
company of their eldest son, Urmius Umbrage—a brooding shadar-kai ne’er do-well with a cruel sense of humor. Naeryx and Urmius were close in age and got along well in all respects. Years later
Monsters
Fizban's Treasury of Dragons
":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the sea serpent and knocked prone.
Rime Breath (Recharge
leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors’ corpses
Monsters
Vecna: Eve of Ruin
", "rollDamageType":"piercing"} piercing damage, and the target has the prone condition.Parry. The lieutenant adds 3 to its AC against one melee attack that would hit it. To do so, the lieutenant must see
target can make one melee attack using its reaction, if available, and has advantage on the attack roll.
Rally the Troops (1/Day). The lieutenant ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of itself.
Monsters
Ghosts of Saltmarsh
must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a
swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit
Monsters
Guildmasters’ Guide to Ravnica
creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Pacifying Presence. Each creature of the archon’s choice that the archon can see within 120 feet of it must succeed
on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed
Monsters
Storm King's Thunder
turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the
corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction":"Tentacle"} to hit, reach 30 ft., one target. Hit: 20 (3d6
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Special Equipment. The elf wears a suit of elven
summon a solar dragon.
Astral Elves
Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Magic Resistance. The shadar-kai has advantage on saving throws against
a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.
Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material
Magic Items
Tomb of Annihilation
.
Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed
following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied
Monsters
Mythic Odysseys of Theros
Heads. Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious
often presage an age of menace for all civilization.
What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep.Multiattack. The shadar-kai makes three Spiked Chain attacks. It can use
more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.
Shadar-kai
Monsters
Mordenkainen Presents: Monsters of the Multiverse
being charmed, and magic can’t put it to sleep.Multiattack. The shadar-kai makes three Shadow Spear attacks. It can replace one attack with a use of Spellcasting.
Shadow Spear. Melee or Ranged
keeping things that remind them of their age.
Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
of the gods but also as spelljammers.
Astral Elves
Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to dwell in the Silver Void. As other explorers
Monsters
Bigby Presents: Glory of the Giants
", "rollDamageType":"thunder"} thunder damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
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
Spelljammer: Adventures in Space
","rollAction":"Wing Attack","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone. The dragon can then fly up to half its speed without provoking opportunity attack;opportunity
are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.
Lunar dragons enjoy