Aberration Powers (5)¶
Explore a collection of Aberration 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.
Gaze of the Far Realm¶
Gaze of the Far Realm: One target that the aboleth can see within 60 feet must succed on a DC 14 Charisma saving throw. On a failure, roll a d6. On a 1-2, the creature is Frightened (save ends at end of turn). On a 3-4, the creature is Dazed (save ends at end of turn). On a 5-6, the creature is Burning [3 (1d6) psychic]. A burning creature suffers 3 (1d6) ongoing psychic damage at the end of each of its turns. A creature may use an action to end the condition..
Maddening Whispers¶
Madenning Whispers: Each creature that starts its turn within 20 ft of the aboleth must make a DC 12 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1-4, the creature does nothing. On a 5-6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7-8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Nullification Maw¶
Nullification Maw: Magical effects, including those produced by spells and magic items but excluding those created by artifacts or deities, are suppressed inside the aboleth's gullet. Any spell slot or charge expended by a creature in the gullet to cast a spell or activate a property of a magic item is wasted. No spell or magical effect that originates outside the aboleth's gullet, except one created by an artifact or a deity, can affect a creature or an object inside the gullet.
Swallow: Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 19 (6d4 + 4) piercing damage. On a hit, the target must make a DC 14 Dexterity saving throw. On a failure, it is Swallowed. A swallowed creature is Blinded, Restrained, and has total cover against attacks and effects from the outside. It takes 7 (3d4) ongoing acid damage at the start of each of its turns. If the swallowing creature takes 5 damage or more on a single turn from a creature inside it, it must make a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures which fall Prone in a space within 10 feet of it. If the swallowing creature dies, the swallowed creature is no longer restrained by it and can escape by using 15 feet of movement, exiting prone. Also see Nullification Maw.
Tentacle Grapple¶
Tentacle Grapple: On a hit, the target is Grappled (escape DC 12). While grappled in this way, the target is Restrained.
Tentacle Slam¶
Tentacle Slam: The aboleth makes an attack against a creature within its reach. If the attack hits, the target is Grappled (escape DC 12). Then, the aboleth slams each creature grappled by it into each other or a solid surface. Each creature must succeed on a DC 12 Constitution saving throw or take 7 (2d6) bludgeoning damage and be Stunned until the end of the aboleth's next turn.