Aquatic Powers (10)
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.
Used by Merrow (CR 2), Merrow Abyssal Lord (CR 12), Merrow Blood-Blessed (CR 4), Merrow Storm-Blessed (CR 8)
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 giant octopus 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 aboleth 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.
Drowning Embrace
Actions
Drowning Embrace (Recharge 5-6). The elemental moves up to its speed without provoking opportunity attacks and can enter a Large or smaller creature's space. The creature must make a DC 14 Strength saving throw. On a failure, it is Grappled and Restrained by the elemental. At the start of each of the grappled creature's turns, it takes 18 (4d8) bludgeoning damage and must make a DC 14 Constitution saving throw or begin suffocating.
Used by Water Elemental (CR 5), Water Elemental Torrential (CR 10)
Liquid Form
Reactions
Liquid Form (1/day). When the elemental would be hit by an attack, it can turn into liquid form, gaining +2 AC and resistance to all damage until the start of its next turn.
Used by Water Elemental (CR 5), Water Elemental Torrential (CR 10), Water Elemental Whisp (CR 1/4)
Hydrated
Traits
Hydrated. The elemental regains 20 hit points if it starts its turn in or on top of a source of water.
Used by Water Elemental (CR 5), Water Elemental Torrential (CR 10), Water Elemental Whisp (CR 1/4)
Tidal Surge
Actions
Tidal Surge (Recharge 5-6). Creatures within 20 feet of the elemental must make a DC 14 Strength saving throw. On a failure, they take 22 (9d4) bludgeoning damage and are knocked Prone. Small or smaller creatures, or creatures in water, make this save with disadvantage.
Used by Water Elemental Torrential (CR 10)
Water Whip
Actions
Water Whip. The elemental lashes out with a whip of water at a creature within 15 feet. The target must make a DC 14 Strength saving throw. On a failure, it takes 7 (3d4) bludgeoning damage and must drop one item of the elemental's choice that it is holding. The item lands at the target's feet.
Used by Water Elemental Torrential (CR 10)
Water Clones
Bonus Actions
Water Clones (1/day). The elemental creates three watery duplicates of itself that swirl around its form. These clones function as in the Mirror Image spell, having AC 11. When a clone is destroyed, it splashes harmlessly back into ordinary water.
Used by Water Elemental (CR 5), Water Elemental Torrential (CR 10), Water Elemental Whisp (CR 1/4)