Bruiser Powers (4)¶
Explore a collection of Bruiser 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.
Cleaving Blows
Bonus Actions
Cleaving Blows (Recharge 4-6). Immediately after the the ogre hits with a weapon attack, it may make the same attack against another target within its reach.
Grappler
Attacks
Grappling Strike. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 14 (3d6 + 4) bludgeoning damage. On a hit, the target must make a DC 14 Strength save or be Grappled (escape DC 14). While grappled in this way, the creature is also Restrained
Rend
Attacks
Rend. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 13 (2d8 + 4) piercing damage. On a hit, the target must succeed on a DC 14 Constitution saving throw or gain Bleeding [9 (2d8) piercing]. A bleeding creature suffers 9 (2d8) 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.
Stunning Blow
Bonus Actions
Stunning Blow (Recharge 6). Immediately after the ogre hits with a weapon attack, it may force the target to succeed on a DC 14 Constitution save or be Stunned until the end of the the ogre's next turn.