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                        Returning 35 results for 'side all charmed'.
                    
                
                        
                            
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                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
                                                
                                            
                                                
                                                     duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Deformed. It has advantage on Wisdom (Perception) checks, and on saving throws against being charmed
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Fey Ancestry. Oak has advantage on saving throws against being charmed, and magic can't put him to sleep.
Keen Hearing and Sight. Oak has advantage on Wisdom (Perception) checks that rely on hearing
                                                
                                            
                                                
                                                     for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault.
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Brave. Alagarthas has advantage on saving throws against being frightened.
Fey Ancestry. Alagarthas has advantage on saving throws against being charmed, and magic can’t put him to
                                                
                                            
                                                
                                                     his home in the Misty Forest and deal with the threat of an evil green dragon that nests there.
Alignment. Chaotic good.
Personality Trait. “I am an elf, and time is on my side. I refuse to
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is
                                                
                                            
                                                
                                                     charmed by him that is within 60 feet of him; that charmed target must succeed on a DC 21 Charisma saving throw, or Titivilus decides how the target acts during its next turn.
Teleport. Titivilus uses
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . The target can’t be returned to its original form by any means short of a wish spell.
2. Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1
                                                
                                            
                                                
                                                     minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.
3. Mind-Weakening Ray. The target must
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking
                                                
                                            
                                                
                                                    . Rising from the far side of the bridge are the lair’s anterior spires. These solid, pointed shafts resemble inverted icicles more than towers and enclose a terraced, open-air amphitheater that
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night
                                                
                                            
                                                
                                                     spans a chasm between a lesser peak and the lair.
Anterior Spires. Rising from the far side of the bridge are the lair’s anterior spires. These solid, pointed shafts resemble inverted icicles more
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                    ) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1
                                                
                                            
                                                
                                                     around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the
                                                
                                            
                                                
                                                     charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the lair.
Cobweb-Choked Tunnels. Adventurers who manage to access the other side of the cave’s crystal walls discover a network of dark, cobweb-choked tunnels extending deep into the earth, set
                                                
                                            
                                                
                                                     of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     manage to access the other side of the cave’s crystal walls discover a network of dark, cobweb-choked tunnels extending deep into the earth, set with natural steps and shelves throughout. The
                                                
                                            
                                                
                                                     succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon
                                                
                                            
                                        
                                                    Adult Green Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore
                                                
                                            
                                                
                                                    .
Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next
                                                
                                            
                                        
                                                    Ancient Green Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement
                                                
                                            
                                                
                                                     dies.
Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     implement better tactics. Any enemy who chases a group of fleeing yuan-ti might be on the victorious side of a rout or could be heading into a trap; if the enemy has been encountered before, it is likely
                                                
                                            
                                                
                                                     giant snake.
To force their compliance, enemies might be brainwashed, charmed, tortured, or transformed into broodguards. Those that prove intractable still have their uses, either as sacrifices to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , and the other six are closed.
 A narrow staircase ascends the circular wall. Near the foot of the stairs is a painted wooden box three feet on a side. A crank protrudes from one side of it, causing it
                                                
                                            
                                                
                                                    , Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1. The drum can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it’s immune to poison and psychic damage. Its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     its side. A head and neck made of wood and sackcloth is attached to one end of the keg. At the other end is a tail made from a straw broom. Each keg is held up by four 2-foot-long peg legs.
 When a
                                                
                                            
                                                
                                                     blindsight out to a range of 30 feet. It is blind beyond this radius. Without a rider, the wooden donkey is incapacitated. It has immunity to poison damage, and it can’t be blinded, charmed, frightened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh
                                                
                                            
                                                
                                                    , Performance +2, Stealth +5, Survival +3
 Senses passive Perception 13
 Languages Common
 Challenge 2 (450 XP)
  
 Fey Ancestry. Oak has advantage on saving throws against being charmed, and magic can’t
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     his victims confused and believing he’s on their side. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a
                                                
                                            
                                                
                                                     cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
 Damage Immunities fire, poison
 Condition Immunities charmed, exhaustion, frightened, poisoned
 Senses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     rocker is thick with moss. A rictus grin is painted on its face. Near a protruding root is a painted wooden box three feet on a side. A crank protrudes from one side of it, causing it to resemble an
                                                
                                            
                                                
                                                     Immunities poison, psychic
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     her. Hidden by the fog and elevated a few feet above the surrounding marsh is a raised plot of land, barely ten feet on a side, enclosed by a disintegrating iron fence. In the center of the plot is a
                                                
                                            
                                                
                                                     them immunity to the charmed and frightened conditions. When a corpse is reduced to 0 hit points, it splits open, disgorging a swarm of poisonous snakes. The snakes are hungry and fight until slain. Characters can take the treasure and flee, easily outpacing the snake-swollen corpses.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     to move on, strangers. Give us your stuff, and be on your way.”
 Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don’t. Neither side is
                                                
                                            
                                                
                                                     who are captured or charmed by the characters can impart useful information. (See the “What the Redbrands Know” sidebar below.) Townmaster Harbin Wester won’t want to keep Redbrand prisoners until he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     frightened or charmed, provided you aren’t incapacitated. Companion’s Protection. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to cause the attack to
                                                
                                            
                                                
                                                     finally won a position by their side. 
   6  I want nothing more than for another character to recognize my devotion and love me in return. 
   MYTHS OF THEROS
 The world of Theros is alive with myths
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     merchants relate this information to anyone who buys a fruit, always downplaying potentially negative side effects.  Fey Fruit Effects   d10 Effect   1 Every 10 minutes, the creature must eat another fey
                                                
                                            
                                                
                                                     fruit or make a DC 10 Constitution saving throw, gaining 1 level of exhaustion on a failed save. Magic that ends the charmed condition cures the cravings, which otherwise end after 1 hour. 2 The creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
 While charmed
                                                
                                            
                                                
                                                     by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     building with a gently sloping thatch roof. Its furnishings have been bolted to the floor, since the hut lurches from side to side when it walks. Heart of the Hut. The gemstone that has given life to
                                                
                                            
                                                
                                                     Throws Con +9, Wis +0, Cha +0
 Damage Immunities poison, psychic
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
 Senses blindsight 120 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     (−2)
 
  CHA
  1 (−5)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
 Languages
                                                
                                            
                                                
                                                     creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
 On a failed save, the cube
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as
                                                
                                            
                                                
                                                     charmed, frightened, stunned, or knocked unconscious. As a bonus action, it can make an attack with its javelin. 2b. Duergar’s Crib The deformed creature in area 2a sleeps here on a bed of spongy black mold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     until Keresta asks her to betray them. While fighting on the party’s side, Portia claims an equal share of all XP gained. She is a champion (see appendix A), with these changes: Portia is lawful
                                                
                                            
                                                
                                                     neutral and speaks Common. She is magically charmed by Keresta and regards the vampire as a trusted friend to be heeded and protected. This effect wears off in 12 hours unless Keresta charms her again. She
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . 5 Five goblins fling refuse at passers-by from the alley behind Stonehill Inn. 6 Three goblins splash paint across the side of Harbin Wester’s home 7 Shingles from the roof of the Sleeping Giant are
                                                
                                            
                                                
                                                     of the goblins—whether from the four crime scene investigations or from the random mischief occurring around town—are captured, bribed, or charmed by the characters, the goblins may impart some helpful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     cascade down either side of the sanctum’s entrance, casting eerie light on the vaulted ceiling. At the opposite end of the sanctum looms a towering statue of a dwarven woman. Cracks race along her arms
                                                
                                            
                                                
                                                    .
 Mental Fortitude. Ruxithid has advantage on saving throws against the charmed and frightened conditions.
 Actions
 Multiattack. Ruxithid makes two Psi-Charged Scimitar attacks.
 Psi-Charged Scimitar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     weapons lie in the wet muck. (Characters forced to fight here can easily recover serviceable melee weapons from the muck and detritus.)
 15b. Naga Thrones The north side of the ledge drops away 20
                                                
                                            
                                                
                                                    . 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.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    . However, Primus’s creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive creation as the
                                                
                                            
                                                
                                                     trait.
 Control Gem. Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
 Certain spells can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     mortal side of the Tartyx River. There they generally ignore—or only modestly menace—the souls of the dead. Such isn’t the case for mortals, though, and they eagerly set upon those who tread too close
                                                
                                            
                                                
                                                    )
 
  INT
 3 (−4)
 
  WIS
 13 (+1)
 
  CHA
 6 (−2)
Skills Perception +5, Stealth +4
 Damage Immunities fire, necrotic
 Condition Immunities blinded, charmed, deafened, exhaustion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    D5. Chattering Heads This flat wood-plank bridge, which spans an arm of the lake, is lined on one side by rows of bullywug heads on wooden spikes.
 At the center of the bridge, a small figure sits
                                                
                                            
                                                
                                                     with its feet dangling over one side. The figure appears to be talking to itself in bemoaned tones. But then the severed bullywug heads nearby erupt in a cacophony of voices—some indignant, others
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    , water laps at the edge of the stone floor. Looking to the side, you can see that the ring of the terrace that lies beyond is a ten-foot-deep ring of water held in by a nearly transparent wall
                                                
                                            
                                                
                                                     others.
 Each tier in the room is 10 feet in depth and width. The three middle levels are enclosed by 10-foot-tall glass walls that keep the inhabitants of those tiers confined. The two on either side
                                                
                                            
                                        






