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Returning 19 results for 'smash cast'.
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small cast
Monsters
Princes of the Apocalypse
ability is Charisma (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells
":"damage","rollAction":"Air Control Smash","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet moved or fallen.
Yan-C-Bin creates a torrent of debris within 120 feet of him that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
produces a CR-appropriate spell effect when the hag manipulates or activates it. The effect might be a benefit to herself or an attack against her enemies. For example, a green hag (CR 3) might smash an
wounds with their stingers, healing her as cure wounds (cast as a 2nd-level spell). Or she could take a mummified toad from her pocket and throw it into her cauldron, which immediately spews out inky
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
produces a CR-appropriate spell effect when the hag manipulates or activates it. The effect might be a benefit to herself or an attack against her enemies. For example, a green hag (CR 3) might smash an
wounds with their stingers, healing her as cure wounds (cast as a 2nd-level spell). Or she could take a mummified toad from her pocket and throw it into her cauldron, which immediately spews out inky
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
smash holes and tearing away at any creatures it touches. The tentacles strike quickly, spearing through sides of the ship. Only luck can save the characters from being hit by them. At the start of
character can attempt to drive off the octopus by dealing damage to it. A character can use an action to make a ranged attack or melee attack, or to cast a spell. Assume that any attack rolls hit but are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
smash holes and tearing away at any creatures it touches. The tentacles strike quickly, spearing through sides of the ship. Only luck can save the characters from being hit by them. At the start of
character can attempt to drive off the octopus by dealing damage to it. A character can use an action to make a ranged attack or melee attack, or to cast a spell. Assume that any attack rolls hit but are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stone columns. Continual flame spells cast on stone lampposts reflect off crystals embedded in the walls and ceiling, illuminating myriad fountains, waterfalls, streams, and pools. Water drips from
pair of deep gnomes who have cast blur spells on themselves. A third unarmed deep gnome is hiding in plain sight under the wreckage of a zurkhwood stall. He has a pale leather bag tucked under one arm
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stone columns. Continual flame spells cast on stone lampposts reflect off crystals embedded in the walls and ceiling, illuminating myriad fountains, waterfalls, streams, and pools. Water drips from
pair of deep gnomes who have cast blur spells on themselves. A third unarmed deep gnome is hiding in plain sight under the wreckage of a zurkhwood stall. He has a pale leather bag tucked under one arm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
forces it to reveal the gate’s command word, which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 11f. Arcane Locked Doors Muiral has cast
, but its lid is stuck and must be pried open with a crowbar or similar tool. A character can also smash the chest’s soft lid with a successful DC 9 Strength check. The chest contains 120 pp, a set of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
forces it to reveal the gate’s command word, which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 11f. Arcane Locked Doors Muiral has cast
, but its lid is stuck and must be pried open with a crowbar or similar tool. A character can also smash the chest’s soft lid with a successful DC 9 Strength check. The chest contains 120 pp, a set of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to be under the effect of a geas spell cast by Nidalia that prevents her from sharing this knowledge. This is a lie. Regardless, Korvala will not divulge the ritual.) Korvala can empower a newly
try to pick a lock, doing so with a successful DC 15 Dexterity check. A character can also use an action to try to smash a padlock with a blunt weapon, doing so with a successful DC 17 Strength check
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
so requires thieves’ tools and proficiency in their use). They can also force the door with a successful Strength check, smash the door to pieces by dealing enough damage to it, or use a knock spell
and make ranged attacks or cast spells through it. Winching a portcullis up or down requires an action. If a character can’t reach the winch (usually because it is on the other side of the portcullis
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
so requires thieves’ tools and proficiency in their use). They can also force the door with a successful Strength check, smash the door to pieces by dealing enough damage to it, or use a knock spell
and make ranged attacks or cast spells through it. Winching a portcullis up or down requires an action. If a character can’t reach the winch (usually because it is on the other side of the portcullis
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to be under the effect of a geas spell cast by Nidalia that prevents her from sharing this knowledge. This is a lie. Regardless, Korvala will not divulge the ritual.) Korvala can empower a newly
try to pick a lock, doing so with a successful DC 15 Dexterity check. A character can also use an action to try to smash a padlock with a blunt weapon, doing so with a successful DC 17 Strength check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
may disable its magic by making three successful DC 15 ability checks: Strength to smash the pillars, Dexterity to remove elements and disable key arcane runes, or Intelligence to disrupt the flow of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
may disable its magic by making three successful DC 15 ability checks: Strength to smash the pillars, Dexterity to remove elements and disable key arcane runes, or Intelligence to disrupt the flow of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
structure is mostly opaque except for its windows. Anyone who looks through a carriage window spots an ornate glass key resting on the seat inside. To reach the key, a character must smash a window or
use magic. Characters who smash their way into the carriage alert Zargash (see area P30), who investigates the noise. The carriage is a Huge object with AC 13, 50 hit points, vulnerability to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
structure is mostly opaque except for its windows. Anyone who looks through a carriage window spots an ornate glass key resting on the seat inside. To reach the key, a character must smash a window or
use magic. Characters who smash their way into the carriage alert Zargash (see area P30), who investigates the noise. The carriage is a Huge object with AC 13, 50 hit points, vulnerability to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
charge to cast conjure minor elementals (summoning either four magma mephits or four magmins, as the wearer wishes) or fire shield (warm shield version only) from the ring. Once all of its charges are
spent, the ring loses its spellcasting properties but retains its resizing property. To reach the relic buried under the Gray Wolves’ altar, the characters must smash through the altar or burrow
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
charge to cast conjure minor elementals (summoning either four magma mephits or four magmins, as the wearer wishes) or fire shield (warm shield version only) from the ring. Once all of its charges are
spent, the ring loses its spellcasting properties but retains its resizing property. To reach the relic buried under the Gray Wolves’ altar, the characters must smash through the altar or burrow