Foe Foundry

Foe Foundry Skull

Summon Unforgettable Monsters - Instantly!

  • Build Unique Monsters Instantly: Generate exciting, flavorful Monsters in minutes. You're ready for that session tonight!
  • No More Boring Monsters: Say goodbye to bland statblocks. Foe Foundry monsters are forged from hundreds of handcrafted powers.
  • Flavor AND Firepower: Our monster library is full of challenging foes that hit hard and ooze flavor. Only some are actually oozes!
  • Find Exactly What You Need (Coming Soon): Discover monsters by theme, vibe, environment, or adventure hook - even when you don't know exactly what you're looking for!
  • Create the Perfect Encounter (Coming Soon): Instantly generate balanced encounters based on terrain, themes, and adventure prompts.


Try it out!

Here's a Lich. Roll the die to generate a new one!

Lich

Summoned with Foe Foundry

Medium Undead (Lich)

AC 18 (Arcane Armor) Initiative +17 (27)

HP 375 (50d8 + 150)

Speed 30 ft., fly 15 ft.(hover)

Mod Save
Str 10 +0 +0
Dex 16 +3 +10
Con 16 +3 +10
Mod Save
Int 23 +6 +13
Wis 14 +2 +9
Cha 16 +3 +10

Skills Arcana +20, History +20, Insight +9, Perception +9

Senses Passive Perception 19

Languages All

CR 21 (33,000 XP; PB +7)

Traits

Eldritch Mastery. The lich can change the damage type of any of its spells, abilities, attacks to fire, cold, lightning, poison, or necrotic damage.

Spirit Anchor. If the lich is destroyed, and its soul anchor is intact, it returns to life in 1d10 days.

Legendary Prowess (4/day). The lich can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 15 force damage.

Actions

Multiattack. The lich makes three Necrotic Blast attacks. It may replace two attacks with a use of its Disfiguring Curse or Spellcasting.

Necrotic Blast. Ranged Spell Attack: +13 to hit, range 90ft., one target. Hit 33 (5d10 + 6) force damage. On a hit, the target is pushed up to 10 feet horizontally.

Disfiguring Curse (1/day). The lich attempts to magically spread its curse to a target that it can see within 60 feet. The target must make a DC 19 Charisma save. On a failure, the target takes 45 (13d6) psychic damage and is cursed with horrible deformities. While deformed, the target gains a level of Exhaustion that does not go away when taking a long rest. The cursed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.

Runic Wards (Recharge 5-6). The lich creates a Tiny Runic Wards Token (AC/DC 18, 3 Charges) in an unoccupied space within 30 feet. While the Runic Wards is active, it grants immunity to all damage to all friendly creatures within 10 feet.

Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 21):

3/day each: Cloudkillc, Dispel Magic (5th), Fireball (5th), Lightning Bolt (5th)

2/day each: Greater Invisibilityc, Wall of Forcec, Chain Lightning, Disintegrate, Finger of Death

1/day each: Teleport, Power Word Kill, Prismatic Wallc

Reactions

Soul Harvest. Whenever a creature within 30 feet of the lich is reduced to 0 hp, the lich can choose to recharge an expended spell usage, recharge an ability, or gain 40 temp hp.

Protective Magic (3/day). The lich casts Shield or Counterspell in response to being attacked or being targeted by a spell.

Legendary Actions (3)

Attack. The lich makes a Necrotic Blast attack.

Spellcasting. The lich uses Spellcasting. It can't take this action again until the start of its next turn.

Teleport. The lich teleports up to 60 feet to a location it can see.


Summon your own Lich


Here's a Hydra. It's got even more possible powers than heads!

Hydra

Summoned with Foe Foundry

Huge Monstrosity (Fiend*, Hydra)

AC 16 Initiative +5 (15)

HP 178 (17d12 + 68)

Speed 40 ft., swim 40 ft.

Mod Save
Str 20 +5 +5
Dex 14 +2 +2
Con 18 +4 +4
Mod Save
Int 10 +0 +0
Wis 11 +0 +0
Cha 9 -1 -1

Skills Perception +6

Resistances Acid

Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious

Senses Darkvision 60 ft., Passive Perception 16

CR 8 (3,900 XP; PB +3)

Traits

Multi-Headed. The hydra has five heads. It can make as many Opportunity Attacks as it has heads.

Regrowth. At the start of its turn, if the hydra's Severed Head reaction triggered last turn, it heals 20 hitpoints. If it healed, it generates two new heads.

Actions

Multiattack. The hydra makes one attack for each of its heads.

Flesh-Disolving Bites. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage and 2 (1d4) acid damage.

Flesh Melting Breath (Recharge 5-6). The hydra breathes acid in a 45 ft cone. Each creature in the area must make a DC 16 Dexterity save. On a failure, the creature takes 38 (11d6) acid damage or half as much on a success. Additionally, creatures that fail by 5 or more are Burning [10 (4d4) acid]. While burning this way, the creature is also Poisoned. A burning creature suffers 10 (4d4) ongoing acid damage at the end of each of its turns. A creature may use an action to end the condition.

Bonus Actions

Charge (1/day). The hydra uses Dash and moves towards a hostile creature. Up to one creature that is within 5 ft of the path must make a DC 16 Strength saving throw or be knocked Prone.

Reactions (One Per Head)

Severed Head. When the hydra takes 20 or more damage from an attack, one of its heads is severed. Each other creature in a 20 foot emanation must make a DC 16 Dexterity saving throw, taking 17 (7d4) acid damage on a failed save. The hydra may use its Regrowth ability at the start of its next turn.


Summon your own Hydra


Browse our growing Monster Catalog and see monsters built from hundreds of unique monster powers. You'll always be able to find something new or interesting.


Handcrafted Powers. Endless Inspiration.

Foe Foundry gives GMs the tools to create exciting, unique monsters without the grind. Summon foes packed with flavorful abilities, scale them instantly to your party's level, and get back to what matters - having fun and thrilling your players.

With a growing library of 600+ of handcrafted monster powers and templates, Foe Foundry makes monster creation fast, fun, and unforgettable.


Built by a GM, for GMs

  • Human Designed, Procedurally Generated. All Foe Foundry monsters are created from unique handcrafted powers that are intelligently combined to create the perfect monster. No AI art. No AI slop. Just monsters your players will love to hate!
  • Monsters should be threatening AND fun. Foe Foundry monsters are guaranteed to pack a punch and still have narrative and mechanically interesting abilities
  • Built by a GM for GMs to make your life easier and to be fun to run. No more bland "Bite, Claw, Claw" monsters.