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Fiendish Charm

Action Type
Action
Category
Debuff
Example
Cambion

Description

One humanoid that the creature can see within 30 feet must succeed on a DC ## Wisdom saivng throw or be magically charmed for 1 day. The charmed creature obeys the creature's spoken commands. If the target suffers any harm from the creature or another creature or receives a suicidal command from the creature, the target can repeat the saving throw, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends for it, the creature is immune to the creature's Fiendish Charm for the next 24 hours.