Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'stinking cast'.
Other Suggestions:
standing cast
stirring cast
stunning cast
spinning cast
striking cast
Magic Items
D&D Free Rules (2024)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
Spells
Player’s Handbook
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts
Magic Items
Dungeon Master’s Guide (2024)
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Monsters
Princes of the Apocalypse
, thunderwave
2nd level (3 slots): flame blade, spike growth
3rd level (3 slots): dispel magic, stinking cloud
4th level (2 slots): blight, wall of fire
Summon Mephits (Recharges after a Long Rest). By
puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephit;smoke mephits. +1 Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation
Monsters
Out of the Abyss
saving throws against magic.
Innate Spellcasting. The Pudding King’s innate spellcasting ability is Intelligence (spell save DC 12). He can innately cast the following spells, requiring no material
, ray of sickness, shield
2nd level (3 slots): crown of madness, misty step
3rd level (3 slots): gaseous form, stinking cloud
4th level (3 slots): blight, confusion
5th level (1 slot): cloudkillWar
Magic Items
Eberron: Rising from the Last War
stinking cloud spell, inhaled poisons, and gaseous breath weapons.
As an action, you can use these lungs to exhale a gust of wind, as if you had cast the gust of wind spell (spell save DC 15) with no
Magic Items
Guildmasters’ Guide to Ravnica
, all assembled into a harness. The item weighs 8 pounds.
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not
slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful
Monsters
Spelljammer: Adventures in Space
brains to cast the spell, as indicated:
1/day each: arms of Hadar (1 brain), detect magic (2 brains), magic missile (3 brains), Tenser's floating disk (4 brains), darkness (5 brains), hold person (6
brains), invisibility (7 brains), spider climb (8 brains), fear (9 brains), hypnotic pattern (10 brains), major image (11 brains), stinking cloud (12 brains)Known throughout the multiverse as brain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(spell save DC 21):
At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
Teleport. Moloch teleports
Whip attack.
Teleport. Moloch uses Teleport.
Cast a Spell (Costs 2 Actions). Moloch uses Spellcasting.Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch
Monsters
The Book of Many Things
regains spent legendary actions at the start of her turn.
Attack. Hulgaz makes one Claw attack.
Charm. Hulgaz uses Spellcasting to cast Charm Person.
Curdle Heart (Costs 2 Actions). Hulgaz sours
":"Curdle Heart", "rollDamageType":"psychic"} psychic damage as the charmed condition applied by Hulgaz ends on it.Hulgaz is a devil who hails from the stinking swamps of Minauros, the third layer of the
Warlock of the Fiend
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Innate Spellcasting. The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: alter self, false
): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One's Own Luck (Recharges after a Short or Long Rest). When
Moloch
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Innate Spellcasting. Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
At will: alter self (can become
Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
1/day each: flame
monsters
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Servant. The hag must finish a Long Rest before using this trait to cast that spell again.
Disarming Vanity. As an Influence action, a creature that flatters the hag forces it to succeed on a DC 17
Monsters
Infernal Machine Rebuild
his thessalars homunculus. If the mending spell is cast on it, the homunculus regains 2d6;{"diceNotation":"2d6","rollType":"heal","rollAction":"Alchemical Homunculus"} hit points.
Healing
equal to the amount the item would normally heal.
Greater Restoration (1/Day). Thessalar can cast greater restoration if he has access to alchemical supplies.
Spellcasting. Thessalar is an 18th-level
Duergar Despot
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Innate Spellcasting (Psionics). The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components:
At will: mage hand
, minor illusion
1/day each: counterspell, misty step, stinking cloud
Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.
Psychic Engine. When the duergar
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
cast gust of wind.
21-25
You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30
You cast stinking cloud.
31-33
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons. As an action, you can use these lungs to exhale a gust of wind, as if you had cast
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons. As an action, you can use these lungs to exhale a gust of wind, as if you had cast
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat
, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud. 51
Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud. 51
Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat
, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: alter self
circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessaltoxin poison (see appendix C).
Alchemical Homunculus. Thessalar is accompanied by his homunculus. If the mending spell is cast on it, the homunculus regains 2d6 hit points.
Healing Toxicity. Any
amount the item would normally heal.
Greater Restoration (1/Day). Thessalar can cast greater restoration if he has access to alchemical supplies.
Spellcasting. Thessalar is an 18th-level
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: alter self
circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessaltoxin poison (see appendix C).
Alchemical Homunculus. Thessalar is accompanied by his homunculus. If the mending spell is cast on it, the homunculus regains 2d6 hit points.
Healing Toxicity. Any
amount the item would normally heal.
Greater Restoration (1/Day). Thessalar can cast greater restoration if he has access to alchemical supplies.
Spellcasting. Thessalar is an 18th-level
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Perception 21
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
Innate Spellcasting. Moloch’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following
, major image, stinking cloud, suggestion, wall of fire
1/day each: flame strike, symbol (stunning only)
Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Perception 21
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
Innate Spellcasting. Moloch’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following
, major image, stinking cloud, suggestion, wall of fire
1/day each: flame strike, symbol (stunning only)
Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
awesome just happened. 16–20 You cast gust of wind. 21–25 You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage. 26–30 You cast stinking
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
awesome just happened. 16–20 You cast gust of wind. 21–25 You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage. 26–30 You cast stinking
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Challenge 12 (8,400 XP)
Innate Spellcasting (Psionics). The duergar despot’s innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no
components:
At will: mage hand, minor illusion
1/day each: counterspell, misty step, stinking cloud
Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects