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                        Returning 35 results for 'special all charmed'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break
                                                
                                            
                                                
                                                     Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Special Equipment. Remallia has a figurine of wondrous power (silver raven).
Fey Ancestry. Remallia has advantage on saving throws against being charmed, and magic can't put her to sleep
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Special Equipment. Nezznar has a fully charged spider staff (see appendix B).
Fey Ancestry. Nezznar has advantage on saving throws to avoid or end the charmed condition on himself, and magic can
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    Special Equipment. Talis has scale mail, +1;+1 scale mail and a wand of winter.
Fey Ancestry. Talis has advantage on saving throws against being charmed, and magic can’t put her to sleep
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Special Equipment. Droki wears boots of speed.
Insanity. Droki has advantage on saving throws against being charmed or frightened.
Innate Spellcasting. Droki’s innate spellcasting ability is
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     bludgeoning damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Alagarthas can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Special Equipment. Victoro wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane.
Fey Ancestry
                                                
                                            
                                                
                                                    . Victoro has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     it with a special poison. The toxin transforms the old neogi into a bloated mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    
9th level (1 slot): foresight
Elven. She has advantage on saving throws against being charmed, and magic can't put her to sleep.Scimitar. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
                                                
                                            
                                                
                                                     turn.
While in a new form, Wyllow retains her game statistics and ability to speak, but her AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and she gains any special
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Brave. Horgar has advantage on saving throws against being frightened.
Resistance. Horgar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Horgar can utter a special command
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Drelnza fails a saving throw, she can choose to succeed instead.
Special Equipment. Drelnza wields Heretic.
Spider Climb. Drelnza can climb difficult surfaces
                                                
                                            
                                                
                                                     Humanoid she can see within 30 feet of herself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition. While charmed in this way, the target regards Drelnza as a trusted
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     belief, and certainly numerous reports tell of charmed nymphs leading lost seafarers home. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs
                                                
                                            
                                                
                                                     interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special
                                                
                                            
                                                
                                                     loud noise at the start and end of its turn.
Gold Grung. The creature is charmed by the grung and can speak Grung.
Green Grung. The poisoned creature can’t move except to climb or make standing
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant: Grung Poison&rdquo
                                                
                                            
                                                
                                                     charmed by the grung and can speak Grung.
Green Grung. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant
                                                
                                            
                                                
                                                     creature is charmed by the grung and can speak Grung.
Green Grung. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                    ":"roll", "rollAction":"Draconic Command"} and add the number rolled to the attack roll.
Legendary Resistance (3/Day). If Verminaard fails a saving throw, he can choose to succeed instead.
Special
                                                
                                            
                                                
                                                     Equipment. Verminaard wears plate, +2;+2 plate armor and wields the mace Nightbringer, which grants him darkvision as well as immunity to fire damage and to the charmed and frightened conditions (included
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Special Equipment. Jarlaxle wears Leather, +3; +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A), a cloak of invisibility, a knave's eye patch (see appendix A), and a
                                                
                                            
                                                
                                                    . He can't use this trait if he's incapacitated.
Fey Ancestry. Jarlaxle has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Spellcasting. Jarlaxle's innate
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Special Equipment. K'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the following spells:
6/day: magic missile (7 missiles)
Awakened Mind. K'thriss can
                                                
                                            
                                                
                                                     charmed, and magic can't put him to sleep.
Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Thieves’ Gallery
                                                    
                                                
                                            
                                                    Fey Ancestry. Simon has advantage on saving throws he makes to avoid or end the charmed condition on himself, and magic can’t put him to sleep.
Special Equipment. Simon carries a bag of
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Fey Ancestry. Light has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Special Equipment. Light carries and is attuned to the Witchlight vane. In Light
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
                                                
                                            
                                                
                                                     vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     succeed instead.
Magic Resistance. Iggwilv has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her robe of the archmagi.)
Special Equipment. Iggwilv wears
                                                
                                            
                                                
                                                    ":"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
                                                    
                                                
                                            
                                                    Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     one Wave of Sorrow attack.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.The appearance of
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Graz’zt
Graz’zt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the temporally displaced form of an ancient amethyst dragon who already exists in the same time line.
7
An amethyst dragon seeks the means to plant special crystals that will allow the dragon to
                                                
                                            
                                                
                                                    . The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragon wyrmling is actually the temporally displaced form of an ancient amethyst dragon who already exists in the same time line.
7
An amethyst dragon seeks the means to plant special crystals
                                                
                                            
                                                
                                                     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 to
                                                
                                            
                                        
                                                    Dispel Evil and Good
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
Break Enchantment. As your action, you touch a creature you can reach that is
                                                
                                            
                                                
                                                     charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal. As your
                                                
                                            
                                        
                                                     Monsters
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    Special Equipment. Mary wears bracers of defense and a ring of protection, and carries a deck of several things (see appendix D).
Fey Presence (Recharges after a Short Rest). Mary can cause each
                                                
                                            
                                                
                                                     creature within 10 feet of her to succeed on a DC 12 Wisdom saving throw or become charmed or frightened by her (Mary’s choice) until the end of her next turn.
Fey Ancestry. Mary has advantage on
                                                
                                            
                                        
                                                    Nezznar the Black Spider
                                                    
    
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                                                     Monsters
                                                    Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    Special Equipment. Nezznar has a spider staff.
Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Sunlight Sensitivity. Nezznar has
                                                
                                            
                                        
                                                    Suggestion
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are
                                                
                                            
                                                
                                                     specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met
                                                
                                            
                                        
                                                    Mass Suggestion
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    . Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself
                                                
                                            
                                                
                                                     when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     that the yuan-ti have prepared a special ambush at the end of the pursuit.
Capture, Not Kill
The objective of the yuan-ti as a race is to conquer and enslave others; they don’t espouse the sort
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        






