Foe Foundry¶
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.
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Try it out!¶
Here's a Lich. Roll the die to generate a new one!
Lich
Summoned with Foe FoundryMedium 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.
Soul 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 Illusory Reality 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 must make a DC 19 Constitution saving throw or be Dazed. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions. A creature that is immune to being Stunned cannot be Dazed
Illusory Reality (Recharge 5-6). The lich creates a Huge Illusory Reality Token (AC/DC 18, 3 Charges) in an unoccupied space within 30 feet. While the Illusory Reality is active, it creates a 30 foot emanation. Any creature that starts its turn within the emanation must make a DC 18 Intelligence save. On a failure, the creature rolls a d6 and suffers the following effects until the start of its next turn. On a 1-2 it is Charmed, on a 3-4 it is Frightened, and on a 5-6 it is Dazed.
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
Bonus Actions
Overchannel. The the lich begins to channel vast amounts of power into its next spell. If it begins its next turn with no creature next to it, then the next spell attack it makes that turn that hits a target deals maximum damage.
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.
Here's a Hydra. It's got even more possible powers than heads!
Hydra
Summoned with Foe FoundryHuge 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 | 12 | +1 | +1 |
Cha | 9 | -1 | -1 |
Skills Perception +7
Resistances Acid
Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
Senses Darkvision 60 ft., Passive Perception 17
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 It may replace one attack with a use of its Fearsome Roar.
Flesh-Dissolving Bites. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage and 2 (1d4) acid damage.
Fearsome Roar (1/day). The hydra targets up to eight creatures they can see within 60 ft. Each must make a DC 16 Charisma saving throw. On a failure, the affected target is Frightened for 1 minute (save ends at end of turn) and must immediately use its reaction, if available, to move their speed away from the hydra avoiding hazards or dangerous terrain if possible.
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.
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.
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.
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