Enchantment • Social Control

Charm Monster

Enchantment magic representing the Charm Monster spell

Charm Monster makes almost any creature temporarily friendly to the caster if it fails a Wisdom save. Unlike Charm Person, it is not restricted to Humanoids.

Charm Monster at a Glance

5.5e / 2024 4th-level Enchantment; Bard, Druid, Sorcerer, Warlock, Wizard
5e / 2014 4th-level Enchantment; Bard, Druid, Sorcerer, Warlock, Wizard
Pathfinder 1e 4th-level Bard and Sorcerer/Wizard spell
D&D 3.5e Bard 3, Sorcerer/Wizard 4

Spell Rules by Edition




Charm Monster — 5.5e / 2024

Level 4th
School Enchantment
Casting Time Action
Range 30 feet
Components V, S
Duration 1 hour
Save Wisdom

Choose one creature you can see within range. It makes a Wisdom saving throw, with Advantage if you or your allies are fighting it. On a failed save, it has the Charmed condition until the spell ends or until you or your allies damage it. While Charmed, it is Friendly to you. When the spell ends, it knows it was Charmed by you.

Using a Higher-Level Spell Slot: target one additional creature for each slot level above 4.

Charm Monster — 5e / 2014

The 2014 version is also a 4th-level Enchantment with 30-foot range and 1-hour duration. A creature has Advantage on the save if you or your companions are fighting it. Damage from you or your companions ends the charm. Higher-level slots add one additional target per slot level above 4.

Charm Monster — Pathfinder 1e

Pathfinder retains Charm Monster as the broader version of Charm Person, removing the creature-type restriction. Use Pathfinder’s charm and mind-affecting rules, saving throw, spell resistance and duration from the PF1e spell entry.

Charm Monster — D&D 3.5e

This spell functions like Charm Person, except that it can affect any living creature regardless of creature type or size. The 3.5e spell is Bard 3 and Sorcerer/Wizard 4 and lasts 1 day/level.

Counterplay and Immunities

A creature immune to the Charmed condition is unaffected in fifth edition. Entering combat before the save makes the spell less reliable, and damaging the target ends the fifth-edition charm. Dispel Magic can end the spell where that edition allows; Counterspell can stop the casting normally.

Using Charm Monster in Play

Charm Monster is best used to turn a hostile encounter into a conversation, gain temporary access, or calm a dangerous creature long enough to solve the real problem. It does not grant direct control over the target’s actions.

Related Magic

Charm Person · Dominate Monster

Rules Sources and Licensing

5.5e / 2024 rules follow the current Basic Rules/SRD form. 2014, Pathfinder 1e and D&D 3.5e mechanics remain separated by edition.

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