Breath Powers (10)¶
Explore a collection of Breath 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.
Fire Breath
Actions
Fire Breath (Recharge 5-6). The adult red dragon breathes fire in a 15 ft cone. Each creature in the area must make a DC 14 Dexterity save. On a failure, the creature takes 17 (5d6) fire damage or half as much on a success. Additionally, creatures that fail the save by 5 or more are Susceptible to Fire to their next source of fire damage in the next minute. A creature susceptible to fire ignores any immunity or resistance to fire that it may have. If it had no such immunity, it is instead vulnerable to fire.
Cold Breath
Actions
Cold Breath (Recharge 5-6). The adult red dragon breathes cold in a 15 ft cone. Each creature in the area must make a DC 14 Constitution save. On a failure, the creature takes 17 (5d6) cold damage or half as much on a success. Additionally, creatures that fail the save by 5 or more are Susceptible to Cold to their next source of cold damage in the next minute. A creature susceptible to cold ignores any immunity or resistance to cold that it may have. If it had no such immunity, it is instead vulnerable to cold.
Poison Breath
Actions
Poison Breath (Recharge 5-6). The adult red dragon breathes poison in a 15 ft cone. Each creature in the area must make a DC 14 Constitution save. On a failure, the creature takes 17 (5d6) poison damage or half as much on a success. Additionally, creatures that fail the save by 5 or more are Susceptible to Poison to their next source of poison damage in the next minute. A creature susceptible to poison ignores any immunity or resistance to poison that it may have. If it had no such immunity, it is instead vulnerable to poison.
Lightning Breath
Actions
Lightning Breath (Recharge 5-6). The adult red dragon breathes lightning in a 15 ft cone. Each creature in the area must make a DC 14 Dexterity save. On a failure, the creature takes 17 (5d6) lightning damage or half as much on a success. Additionally, creatures that fail the save by 5 or more are Susceptible to Lightning to their next source of lightning damage in the next minute. A creature susceptible to lightning ignores any immunity or resistance to lightning that it may have. If it had no such immunity, it is instead vulnerable to lightning.
Acid Breath
Actions
Acid Breath (Recharge 5-6). The adult red dragon breathes acid in a 15 ft cone. Each creature in the area must make a DC 14 Dexterity save. On a failure, the creature takes 17 (5d6) acid damage or half as much on a success. Additionally, creatures that fail the save by 5 or more are Susceptible to Acid to their next source of acid damage in the next minute. A creature susceptible to acid ignores any immunity or resistance to acid that it may have. If it had no such immunity, it is instead vulnerable to acid.
Inferno Breath
Actions
Inferno Breath (Recharge 5-6). The adult red dragon breathes fire in a 15 ft cone. Each creature in the area must make a DC 14 Dexterity save. On a failure, the creature takes 17 (5d6) fire damage or half as much on a success. Additionally, creatures that fail by 5 or more are Burning [7 (2d6) fire]. A burning creature suffers 7 (2d6) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.
Flash Freeze Breath
Actions
Flash Freeze Breath (Recharge 5-6). The adult red dragon breathes cold in a 15 ft cone. Each creature in the area must make a DC 14 Constitution save. On a failure, the creature takes 17 (5d6) cold damage or half as much on a success. Additionally, creatures that fail by 5 or more are Frozen (escape DC 14). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 14 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.
Nerve Gas Breath
Actions
Nerve Gas Breath (Recharge 5-6). The adult red dragon breathes poison in a 15 ft cone. Each creature in the area must make a DC 14 Constitution save. On a failure, the creature takes 17 (5d6) poison damage or half as much on a success. Additionally, creatures that fail by 5 or more are Weakened for 1 minute (save ends at end of turn). A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Arc-Lightning Breath
Actions
Arc-Lightning Breath (Recharge 5-6). The adult red dragon breathes lightning in a 15 ft cone. Each creature in the area must make a DC 14 Dexterity save. On a failure, the creature takes 17 (5d6) lightning damage or half as much on a success. Additionally, creatures that fail by 5 or more are Shocked for 1 minute (save ends at end of turn). A Shocked creature is Dazed and drops whatever it is carrying.
Flesh Melting Breath
Actions
Flesh Melting Breath (Recharge 5-6). The adult red dragon breathes acid in a 15 ft cone. Each creature in the area must make a DC 14 Dexterity save. On a failure, the creature takes 17 (5d6) acid damage or half as much on a success. Additionally, creatures that fail by 5 or more are Burning [5 (2d4) acid]. While burning this way, the creature is also Poisoned. A burning creature suffers 5 (2d4) ongoing acid damage at the end of each of its turns. A creature may use an action to end the condition.