Aberrant Powers (4)¶
Explore a collection of Aberrant Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.
Adhesive¶
Adhesive: The aboleth adheres to anything that touches it (including weapons). A Huge or smaller creature or object adhered to the aboleth is also Grappled by it (escape DC 14). Ability checks made to escape this grapple have disadvantage.
Modify Memory¶
Modify Memory: Immediately after hitting with an attack, the aboleth attempts to reshape that creature's memories. The creature must succeed on a DC 12 Intelligence saving throw or be affected as if by the Modify Memory spell. A creature that succeeds on the save is immune to this effect for 24 hours.
Warp Reality¶
Warp Reality: Each creature of the aboleth's choice within 30 ft must succeed on a DC 14 Charisma save or be teleported up to 20 ft to an unoccupied space that the aboleth can see. If the target space is a hazard (such as an open pit, lava, or in the air) then the target may use its reaction to attempt a DC 14 Dexterity save. On a success, the target reduces the damage taken from the hazard this turn by half, or narrowly escapes the hazard. Creatures may choose to fail this save.
Incubation¶
Incubation: If a humanoid is hit by the aboleth's attack, it must make a DC 12 Constitution saving throw. On a failure, the target is infected by a terrible parasite. The target can carry only one such parasite at a time. Over the next three months, the parasite gestates and moves to the chest cavity. In the 24-hour period before the parasite gives birth, the target feels unwell. Its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the parasite burrows its way out of the target's chest in one round, killing it. If the disease is cured, the parasite disintigrates.