Beast Powers (6)

Explore a collection of Beast 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

Bestial Rampage

Reactions

Bestial Rampage (1/day). When the wolf is reduced to half its health or lower, it moves up to 30 feet without provoking opportunity attacks and makes a melee attack against another target in its rage.


Feeding Frenzy

Bonus Actions

Feeding Frenzy. The wolf moves up to 30 feet without provoking opportunity attacks. If it ends the movement next to a target that has lost half its hit points or more, it may make an attack against that target.


Gore

Actions

Gore (1/day). The giant boar moves up to half its movement speed in a straight line. Each creature in the path must make a DC 14 Dexterity saving throw. On a failure, the target is Prone, takes 17 (5d6) piercing damage, and gains Bleeding [7 (2d6) piercing]. On a success, the target takes half damage instead. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.


Packlord

Actions

Packlord (1/day). The wolf roars, summoning its pack to its aid. 5 (2d4) Swarm of Rats arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Swarm of Rats use their movement and action to arrive on the battlefield in unoccupied spaces within 30 feet of the summoner. They then act normally on subsequent turns.


Scent of Weakness

Traits

Scent of Weakness. The wolf can smell blood. It has advantage on attacks against any Bloodied creature and always knows the location of any Bloodied creature within 60 feet of it.


Wild Instinct

Bonus Actions

Wild Instinct (1/day). The wolf identifies the creature with the lowest Strength score that it can see. It then uses Dash towards that creature.