Anti-Magic Powers (9)

Explore a collection of Anti-Magic 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.

Browse all powers by theme

Arcane Hunt

Reactions

Arcane Hunt. Whenever a creature within 120 feet casts a spell, the death dog howls with hunger and moves up to its speed towards the caster. It gains advantage on attacks against the caster until the end of its next turn.


Fractal Form

Traits

Fractal Form. The deva's form is an impossibly shifting visage of strange fractal shapes. It cannot be targeted by attacks or spells unless the source of that attack or spell is within 10 feet of the deva.


Redirect Teleport

Reactions

Redirect Teleport. Whenever a creature that the aboleth can see within 120 feet begins teleporting, the aboleth can redirect that teleportation. The original teleportation spell or effect fails, and instead the creature is transported to the nearest unoccupied space. The space must be on a solid or liquid that can support the creature.


Rune Drinker

Traits

Rune Drinker. Whenever the chuul takes damage from a magic weapon, until the start of the chuul's next turn, attacks made with that weapon have disadvantage, and the chuul gains a +4 bonus to its AC.


Seal of Silence

Traits

Seal of Silence. When the wight succeeeds on a saving throw against a spell cast by a creature it can see, the caster of the spell makes a DC 14 Constitution saving throw. On a failure, the caster is magically unable to speak or cast spells with a vocal component until the end of the caster's next turn.


Spellbreaker

Reactions

Spellbreaker. If a hostile creature begins casting a spell within reach of the berserker then it may make a melee attack against the caster. If the attack hits, the caster must make a Concentration check against the damage of the attack. On a failure, the spell casting fails.


Spell Eater

Attacks

Devour Spell. Melee Weapon Attack: +6 to hit, reach 10ft., one target that can cast a spell. Hit 11 (3d4 + 4) piercing damage and 15 (6d4) force damage. On a hit, the target loses its highest level spell slot. If the target has no spell slots remaining, it is Stunned until the end of its next turn.


Spell Stealer

Traits

Spell Stealer. On a hit, if the target is a spellcaster, the spellcaster must make a DC 10 Charisma saving throw. On a failure, the target is Cursed and loses the ability to cast a spell of the spy's choice while cursed in this way. The curse can be removed with a Remove Curse spell or similar magic.


Tiwsted Mind

Traits

Twisted Mind. If the aboleth succeeds on a Wisdom, Intelligence, or Charisma saving throw against a spell or effect then it may reflect the effect back at its source. The original source of the spell or effect must make the save as if it were a target of the spell or effect.