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Returning 35 results for 'sounds charmed'.
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sound charmed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.Bite
Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it
Monsters
Curse of Strahd
feet and its high jump is up to 10 feet, with or without a running start.20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed
, deafened, frightened, stunned, or knocked unconscious.
Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations
Monsters
Mordenkainen Presents: Monsters of the Multiverse
telepathic bond.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight
: Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is
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
toward the center of its body so that it can batter them with its powerful branches. It can also spit pellets of radiant energy.
The Aartuk language is made up of rustling sounds, snaps, pops, and
hisses. It has no written form.Rally the Troops (1/Day). The aartuk magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see
Gazer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A
creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite
Gazer Familiar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A
creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with
Aboleth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
it. The target must succeed on a DC 14 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 each other over any distance.
Whenever the charmed target
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Perception 14
Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they
Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. Fear Ray. The
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Perception 14
Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they
Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. Fear Ray. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
stampedes heralded by a din of wordless whimpers and stomach-turning worm sounds. Swarm of Larvae Large Swarm of Medium Fiends, Neutral Evil
AC 13 Initiative +0 (10)
HP 22 (3d10 + 6)
Speed 30 ft
Bludgeoning, Piercing, Slashing
Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Darkvision 60 ft.; Passive Perception 11
Languages Understands all
Compendium
- Sources->Dungeons & Dragons->Monster Manual
stampedes heralded by a din of wordless whimpers and stomach-turning worm sounds. Swarm of Larvae Large Swarm of Medium Fiends, Neutral Evil
AC 13 Initiative +0 (10)
HP 22 (3d10 + 6)
Speed 30 ft
Bludgeoning, Piercing, Slashing
Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Darkvision 60 ft.; Passive Perception 11
Languages Understands all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
toward a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a
rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
toward a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a
rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of
communication, but they can use the sounds to lure enemies into a trap or otherwise distract them. Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
are keenly perceptive crystal eyes that enable the observer to see in multiple directions at once. When it perceives something troubling, the observer sounds the alarm by emitting a shriek that can be
15 (+2)
CHA
1 (−5)
Skills Perception +6
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The Spider King senses when intruders enter its domain and can’t be surprised by them. Along with two normal
the walls and ceiling, getting into position above creatures on the floor. The Spider King and the giant spiders fight to the death, but they don’t follow prey that flees. Development Sounds of combat here alert the duergar in area 7.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The Spider King senses when intruders enter its domain and can’t be surprised by them. Along with two normal
the walls and ceiling, getting into position above creatures on the floor. The Spider King and the giant spiders fight to the death, but they don’t follow prey that flees. Development Sounds of combat here alert the duergar in area 7.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of
communication, but they can use the sounds to lure enemies into a trap or otherwise distract them. Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
are keenly perceptive crystal eyes that enable the observer to see in multiple directions at once. When it perceives something troubling, the observer sounds the alarm by emitting a shriek that can be
15 (+2)
CHA
1 (−5)
Skills Perception +6
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the same space. Fey Ancestry. The creature has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put it to sleep. Forbiddance. The creature can’t enter a
suppress this light or cause it to return. The light winks out if the creature dies. Mimicry. The creature can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the same space. Fey Ancestry. The creature has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put it to sleep. Forbiddance. The creature can’t enter a
suppress this light or cause it to return. The light winks out if the creature dies. Mimicry. The creature can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
as a writhing ball of tentacles, echoing with the cacophonous sounds of every thought the snare has consumed. Intellect snares are scavengers, often found scouring the aftermath of a mind flayer
(+6)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws Int +9, Wis +6, Cha +3
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened, prone
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
as a writhing ball of tentacles, echoing with the cacophonous sounds of every thought the snare has consumed. Intellect snares are scavengers, often found scouring the aftermath of a mind flayer
(+6)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws Int +9, Wis +6, Cha +3
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened, prone
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Actions
Bite. Melee Weapon Attack: +5 to
can see within 60 feet of it:
Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Actions
Bite. Melee Weapon Attack: +5 to
can see within 60 feet of it:
Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
+7
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance), passive Perception 14
Languages Common plus two more languages
piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
+7
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance), passive Perception 14
Languages Common plus two more languages
piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
)
CHA
1 (−5)
Skills Perception +4
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
. The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
)
CHA
1 (−5)
Skills Perception +4
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
. The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L4. Training Grounds Cries and the sounds of stomping feet cut through the air. Within the open courtyard, a tall, imperious woman barks orders at four younger individuals.
This wide stone
+3, Perception +6
Damage Resistances poison
Condition Immunities charmed, frightened
Senses passive Perception 16
Languages Common
Challenge 8 (3,900 XP) Proficiency Bonus +3
Unarmored
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
walls of spellcasters’ homes or the surrounding lands. Despite their feral appearances, gremishkas are cunning creatures. They might imitate the sounds of whimpering children or wounded animals to coax
)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
4 (−3)
Skills Perception +4
Damage Resistance bludgeoning, piercing, slashing
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
following: Arcana +7, History +7, Nature +7, or Religion +7
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance), passive Perception
sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L4. Training Grounds Cries and the sounds of stomping feet cut through the air. Within the open courtyard, a tall, imperious woman barks orders at four younger individuals.
This wide stone
+3, Perception +6
Damage Resistances poison
Condition Immunities charmed, frightened
Senses passive Perception 16
Languages Common
Challenge 8 (3,900 XP) Proficiency Bonus +3
Unarmored
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
, whirs, and similar mechanical sounds that imitate the Thri-kreen language perfectly, leading some to speculate the first clockwork horror was the brainchild of a thri-kreen artificer. A horror can also
Perception +6
Damage Immunities lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive