Aquatic Powers (4)¶
Explore a collection of Aquatic 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.
Amphibious
Traits
Amphibious. The merfolk can breathe air and underwater.
Aquatic
Traits
Aquatic. The merfolk is aquatic and has a swim speed equal to its walk speed. It can also breathe underwater.
Ink Cloud
Bonus Actions
Ink Cloud (1/day). The merfolk can emit a cloud of ink in a 10-foot-radius sphere while underwater. The area is heavily obscured for 1 minute unless dispersed by a strong current.
Slimy Cloud
Bonus Actions
Slimy Cloud (1/day). The merfolk exudes a cloud of inky slime in a 30-ft radius sphere. Each other creature in the area when the cloud appears or that starts its turn in the cloud must make a DC 14 Constitution saving throw. On a failure, it takes 18 (4d8) poison damage and is Poisoned for 1 minute. The slime extends around corners, and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud.