Anti-Ranged Powers (9)

Explore a collection of Anti-Ranged 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

Arrow Ward

Reactions

Arrow Ward. After being hit by a ranged attack, the golem gains +5 AC against ranged attacks until the beginning of its next turn.


Adaptive Camouflage

Traits

Adaptive Camouflage. The basilisk cannot be seen by a creature that is more than 15 feet away from it unless that creature first makes a DC 14 Perception check using an action. On a success, that creature can see the basilisk as normal.


Deflect Missile

Reactions

Deflect Missile. When the warrior is hit by a ranged attack, it can use its reaction to reduce the damage taken by 5.


Hard to Pin Down

Traits

Hard to Pin Down. The spy is difficult to pin down. Ranged attacks against it are made at disadvantage if there is not at least one hostile creature within 10 feet of the spy.


Overchannel

Bonus Actions

Overchannel. The the wizard begins to channel vast amounts of power into its next spell. If it begins its next turn with no creature next to it, then the next spell attack it makes that turn that hits a target deals maximum damage.


Eye of the Storm

Traits

Eye of the Storm. The fire elemental is at the heart of a raging storm that extends from it beginning at 10 feet and extending to 60 feet away from it. The storm counts as difficult terrain and heavily obscures the area. Any creature that starts its turn with the area of the storm takes 2 lightning damage.


Eye of the Hurricane

Traits

Eye of the Hurricane. The fire elemental is at the heart of a raging storm that extends from it beginning at 10 feet and extending to 60 feet away from it. The storm counts as difficult terrain and heavily obscures the area. Any creature that starts its turn with the area of the storm takes 2 thunder damage.


Eye of the Blizzard

Traits

Eye of the Blizzard. The fire elemental is at the heart of a raging storm that extends from it beginning at 10 feet and extending to 60 feet away from it. The storm counts as difficult terrain and heavily obscures the area. Any creature that starts its turn with the area of the storm takes 2 cold damage.


Heart of the Inferno

Traits

Heart of the Inferno. The fire elemental is at the heart of a raging storm that extends from it beginning at 10 feet and extending to 60 feet away from it. The storm counts as difficult terrain and heavily obscures the area. Any creature that starts its turn with the area of the storm takes 2 fire damage.