Chaotic Powers (2)¶
Explore a collection of Chaotic 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.
Chaotic Space
Actions
Chaotic Space (1/day). The cultist creates a region of chaotic space in a 20 foot sphere centered at a point it can see within 30 feet. Whenever another creature casts a spell within this space, it must make a DC 14 Charisma saving throw or trigger a Wild Magic Surge. Whenever another creature ends its turn within the space, it teleports 30 (1d10 x 5) feet in a random direction.
Eldritch Beacon
Actions
Eldritch Beacon (1/day). The cultist magically creates a Medium Eldritch Beacon Token (AC/DC 11, 3 Charges) at an unoccupied space it can see within 30 feet. Each turn that the beacon is active, on initiative count 0, 2 Magma Mephit arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Magma Mephit 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.