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 has hundreds of handcrafted powers.
  • Flavor AND Firepower: Summon 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. Check back again later, and it'll change!

Foe Foundry monsters are built from a catalog of hundreds of powers and you'll always be able to find something new or interesting.

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.

Blizzard (Recharge 5-6). The lich summons the heart of a howling blizzard at an unoccupied point it can see within 60 feet, creating a Heart of the Blizzard Token (AC/DC 18, 3 Charges). Howling wind and snow fills a 30-foot emanation from the token. Any creature that ends its turn in the area must make a DC 21 Constitution saving throw. On a failed save, it takes 52 (15d6) cold damage and is Frozen (escape DC 21). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 21 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.

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

Flesh Rot (Disease). This creature can inflict the Flesh Rot disease: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

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 two attacks with a use of its Toxic Breath.

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

Toxic Breath (Recharge 5-6). The hydra exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, the creature takes 17 (5d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Flesh Rot.

Bonus Actions

Overrun (1/day). Immediately after the hydra hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.

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



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.