Dev Diary #5

Welcome to the 5th Dev Diary for Foe Foundry the free 5E monster generator! I've been busy forging away at a couple new monsters complete with lore, encounters, and adventure hooks that are ready to drop right into your games.


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Martial NPCs: Guards, Warriors, Berserkers, & Knights

Patron Prioritization Poll #5 was a three-way tie between Guards, Warriors, and Berserkers. For fun, I added Knights as well!

Statblock Description Examples
Berserkers Battle-Frenzied Warriors of Blood and Glory Berserker (CR 2), Berserker Veteran (CR 4), Berserker Legend (CR 12)
Guards Watchful Sentries and Keepers of the Peace Guard (CR 1/8), Sergeant of the Watch (CR 1), Guard Captain (CR 4), Lord of the Watch (CR 8)
Knights Champions Bound by Armor and Oaths Knight (CR 3), Knight of the Realm (CR 6), Questing Knight (CR 12), Paragon Knight (CR 16)
Warriors Disciplined Soldiers of Steel and Strategy Shock Infantry (CR 1/8), Line Infantry (CR 1/8), Shock Infantry Veteran (CR 3), Line Infantry Veteran (CR 3), Warrior Commander (CR 10), Legendary Warrior (CR 14)

There's a whole article on No More Boring Martial NPCs with lots of details, but here's an example Knight of the Realm:

Knight of the Realm

Summoned with Foe Foundry

Medium Humanoid (Knight)

AC 18 (Plate Armor) Initiative +4 (14)

HP 110 (17d8 + 34)

Speed 30 ft.

Mod Save
Str 18 +4 +7
Dex 12 +1 +1
Con 14 +2 +5
Mod Save
Int 12 +1 +1
Wis 17 +3 +6
Cha 15 +2 +5

Skills Athletics +7, AnimalHandling +6, Perception +6, Persuasion +5

Immunities Charmed, Frightened

Senses Passive Perception 16

Languages Common

CR 6 (2,300 XP; PB +3)

Actions

Multiattack. The knight makes three Blessed Blade attacks. It may replace two attacks with a use of its Inspiring Commander, Whirlwind of Steel, or Spellcasting.

Blessed Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 3 (1d6) radiant damage.

Inspiring Commander (1/day). The knight inspires other creatures of its choice within 30 feet that can hear and understand it. For the next minute, inspired creatures gain a +3 bonus to attack rolls and saving throws.

Whirlwind of Steel (Recharge 5-6). The knight makes a lightning-fast flurry of strikes at a creature within 5 feet. The target must make a DC 15 Dexterity saving throw. On a failure, it takes 14 (4d6) slashing damage and is Bleeding [7 (2d6) piercing]. On a success, it instead takes half damage. A bleeding creature suffers 7 (2d6) 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.

Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

1/day each: Lesser Restoration, Command (3rd), Cure Wounds (3rd)

Bonus Actions

Divine Smite (1/day). Immediately after hitting a target, the knight forces the target to make a DC 15 Constitution saving throw. On a failure, the target is Burning [11 (2d10) radiant]. A burning creature suffers 11 (2d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.

Trusty Steed (1/day). The knight calls its trusty Warhorse to its side. The steed uses its movement and action to move next to the knight, who can then mount it as part of this bonus action. The Warhorse then acts as a Controlled Mount for the knight.

Summon your own Knight of the Realm

5E Warrior


Formidable Frost Giants

I've added Frost Giants, frozen reavers of blood and battle. There's also a dedicated article on the Forging Formidable Frost Giants with additional details. I'll leave you with these teasers:

Frost Giant Reaver

Summoned with Foe Foundry

Huge Giant (Frost Giant)

AC 14 (Patchwork Armor) Initiative +2 (12)

HP 161 (14d12 + 70)

Speed 40 ft.

Mod Save
Str 23 +6 +9
Dex 9 -1 -1
Con 20 +5 +8
Mod Save
Int 9 -1 -1
Wis 9 -1 +2
Cha 14 +2 +5

Skills Athletics +9, Perception +2, Survival +2

Immunities Cold

Senses Passive Perception 12

Languages Common, Giant

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

Traits

Earthshaker. Whenever the frost giant moves, all medium or smaller creatures that are within 10 feet of the frost giant must make a DC 15 Strength check or fall Prone. A creature that falls prone in this way loses concentration.

Actions

Multiattack. The frost giant makes two Biting Greataxe attacks.

Biting Greataxe. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 19 (2d12 + 6) slashing damage and 7 (2d6) cold damage. On a hit, the target is knocked Prone

Toss. The frost giant attempts to toss a large or smaller creature within 5 feet. The creature must make a DC 17 Strength saving throw. On a failure, it takes 42 (12d6) bludgeoning damage and is thrown up to 25 feet and falls Prone. If the thrown creature collides with another creature, then that other creature must make a DC 17 Dexterity saving throw. On a failure, the other creature takes half the damage.

Earthshaker Stomp (1/day). The frost giant stomps its foot, creathing a massive shockwave. Each creature in a 45 ft cone must make a DC 15 Strength saving throw or take 40 (9d8) Thunder damage and 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

Winter's Shroud (Recharge 5-6). The frost giant exhales freezing fog in a 30-foot cone. Each creature in the area must make a DC 17 Constitution saving throw or take 32 (13d4) cold damage. The area becomes heavily obscured, as under the effects of a Fog Cloud spell, though the frost giant can see through this fog as if it were clear.

Summon your own Frost Giant Reaver

5E Frost Giant


Patron Prioritization Poll #7: Constructs

The next Patron Prioritization Poll will focus on Constructs. Which magic-imbued creation do you want to see wrought to life next?

  • Animated Armor
  • Golems (Stone, Iron, Clay, and Flesh)
  • Gorgons
  • Shield Guardians
  • Simulacrum

5E Animated Armor


Alpha Plan Updates

Monster Cards

I'm happy to report that I've made significant progress on the Monster Generator. I've been able to create the Monster Cards that will be the basis of the editor UI. Here's a quick video showing the card in action. For each monster, you'll see the available powers listed as "loadouts" where you can select the powers from a dropdown, or randomize the whole monster (similar to rolling the dice on the site today). You'll also be able to customize the HP and damage output of the monster.

I still have another week or two of work to hook everything together and make the generator accessible to everyone, but I'm encouraged by the progress I've made of late.

Beta Plans

Once the generator is launched, I will move Foe Foundry from Alpha to Beta.

So far, I'm planning these enhancements during Beta (subject to change and feedback, of course). These features are designed to make homebrewing and managing monsters for your 5E games even easier:

  • Search Improvements so you can easily find the monsters you need
  • Markdown Export so you can drop any of the generated monsters into Notion, Obsidian, etc.
  • PDF Export for folks who prefer a tried and true format
  • Foe Foundry Accounts: a login and account system so you can save your monsters
  • Encounter Building: automatically create challenge-appropriate and thematic encounters with a fun, swipeable UI

I can’t wait to see what you build with Foe Foundry β€” 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!

🧟 Explore the Monster Library

– Cordialgerm