Dev Diary #3¶
Welcome to the third Dev Diary for Foe Foundry! Normally, I share these updates every two weeks, but I'll be relaxing with the family for Father's Day so I thought I'd get this out a bit earlier.
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New Ogre Statblocks¶
Based on Patron Prioritization Poll #2, Ogres won out!
I had a lot of fun working on Ogres. The Monster Manual ogres are exactly what inspired me to create Foe Foundry. They're just completely bland. Here's an example Foe Foundry Ogre Wallsmasha with its signature Wallsmasha power.
Ogre Wallsmasha
Summoned with Foe FoundryLarge Giant (Ogre)
AC 12 (Hide Armor) Initiative -1 (9)
HP 102 (12d10 + 36)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 19 | +4 | +6 |
Dex | 8 | -1 | -1 |
Con | 16 | +3 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 5 | -3 | -3 |
Wis | 6 | -2 | -2 |
Cha | 7 | -2 | -2 |
Senses Passive Perception 8
Languages Common
CR 4 (1,100 XP; PB +2)
Traits
Wallsmasha. The ogre deals double damage to objects and structures.
Actions
Multiattack. The ogre makes two Bonebreaker Club attacks.
Bonebreaker Club. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 17 (2d12 + 4) bludgeoning damage. If the attack hits and there is another hostile target within 10 ft then that target also takes 4 bludgeoning damage.
SMAAASH! (Recharge 6). The ogre swings its club at a point it can see within 10 feet. Each other creature or object within 10 feet must make a DC 14 Dexterity saving throw. On a failure, creatures take 27 (5d10) bludgeoning damage and are knocked Prone. On a success, they take half damage instead. If the ogre destroys a medium-sized or larger object with this ability, it recharges this ability immediately.
Bonus Actions
Overrun (1/day). Immediately after the ogre 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.
Wallsmasha
Traits
Wallsmasha. The ogre deals double damage to objects and structures.
Actions
SMAAASH! (Recharge 6). The ogre swings its club at a point it can see within 10 feet. Each other creature or object within 10 feet must make a DC 14 Dexterity saving throw. On a failure, creatures take 11 (2d10) bludgeoning damage and are knocked Prone. On a success, they take half damage instead. If the ogre destroys a medium-sized or larger object with this ability, it recharges this ability immediately.
Merrow Statblocks¶
I did a collab with u/MShades, who has a nice new blog called Encounter Every Enemy, focused on making the humble Merrow exciting and deadly. If you want a fresh take on monster lore, encounters, and tactics, check out their series!
I decided to take the plunge and make Merrow exciting:
- 4 unique Statblocks (Merrow, Merrow Blood-Blessed, Merrow Storm-Blessed, Merrow Abyssal Lord) with dozens of variants each
- Lore for Thalassant, the Lord of Sacrifice, a legendary lord
- Unique Merrow Powers to give these monsters some fun mechanical differentiation
- Flavorful and table-ready Merrow Encounter Ideas and Merrow Adventure Ideas that play to the themes highlighted in Encounter Every Enemy
Check out the legendary Merrow Abyssal Lord:
Merrow Abyssal Lord
Summoned with Foe FoundryLarge Monstrosity (Merrow)
AC 18 Initiative +7 (17)
HP 231 (22d10 + 110)
Speed 10 ft., swim 10 ft.
Mod | Save | ||
---|---|---|---|
Str | 22 | +6 | +10 |
Dex | 17 | +3 | +3 |
Con | 20 | +5 | +9 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 14 | +2 | +6 |
Cha | 16 | +3 | +3 |
Skills Acrobatics +7, Stealth +7
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Aquan
CR 12 (8,400 XP; PB +4)
Traits
Amphibious. The merrow can breathe air and underwater.
Fanatic Followers. Whenever the merrow would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the merrow. The ally is hit by the attack instead. If the ally is killed by this attack, then the merrow gains 20 temporary hp.
Legendary Prowess (3/day). The merrow can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Multiattack. The merrow makes three Envenomed Maw or Sharktooth Harpoon attacks.
Envenomed Maw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 10 (1d8 + 6) piercing damage and 4 (1d8) poison damage. On a hit, the target must make a DC 18 Constitution saving throw or become Poisoned until the end of its next turn.
Sharktooth Harpoon. Ranged Weapon Attack: +10 to hit, range 60/150ft., one target. Hit 9 (1d6 + 6) piercing damage and 3 (1d6) poison damage. On a hit, the target is Restrained until the end of its next turn.
Desecration (2/day). The merrow desecrates the ground it stands upon, creating a Desecrated Ground Token (AC/DC 15, 3 Charges). Within 30 feet of the Token, any creature that attempts to speak or use any spell or ability that requires a verbal component suffers 13 (3d8) necrotic damage unless the creature speaks or incants in Abyssal. Additionally, creatures within the affected area cannot regain hit points.
Bonus Actions
Reel in the Prey. One creature Restrained by the merrow is pulled up to 30 feet closer to the merrow. The restrained creature may choose to end the condition and not be pulled, but if it does so it takes 14 (4d6) piercing damage and is Bleeding [14 (4d6) piercing]. A bleeding creature suffers 14 (4d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Reactions
Nimble Reaction (Recharge 4-6). When the merrow is the only target of a melee attack, they can move up to half their speed without provoking opportunity attacks. If this movement leaves the merrow outside the attacking creature's reach, then the attack misses.
Legendary Actions (3)
Charge. The merrow moves up to half its speed and makes an Envenomed Maw attack.
Desecration. The merrow uses Desecration. It can't take this action again until the start of its next turn.
Nimble Reaction. The merrow attempts to recharge its Nimble Reaction ability. It can't take this action again until the start of its next turn.
What's Next? Vote in Prioritization Poll 4¶
Patrons can vote on the new Patron Prioritization Poll #4 - Monstrosities for this week. Should I be adding Basilisks, Gorgons, Medusa, or the much-feared Dire Bunny?
Homepage Updates¶
I'm also working on a redesigned homepage that will focus on showcasing all the cool monsters and powers on Foe Foundry. It's still WIP, but here's a mockup that I'm working towards.
Generator Updates¶
I'm hard at work on the Generator that will allow you to edit monsters by adding powers, removing powers, and smashing two monsters together. Want to create a weird aberrant mind-flayer infested Ogre? When the generator is done, you'll be able to with a couple of clicks
This feature will mark the transition from Alpha to Beta. I wanted to share an update on what the generator will look like.
Last time I shared a mockup of the Monster Cards feature, which will allow you to edit monsters via an intuitive card UI. Before I can implement this UI, I need to migrate all the existing monsters to the new generation framework. I'm about 60% done migrating monsters, and the generator UI will be up next.
I can’t wait to see what you build with Foe Foundry — and I’d love your feedback as the project grows.
Thanks for reading, and have fun running games for your friends, family, and loved ones!
– Cordialgerm