Conjurer Powers (3)
Explore a collection of Conjurer 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.
Conjuration Adept
Actions
Summon Gargoyle (1/day). 1 Gargoyle arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Gargoyle 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.
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Grease, Fog CloudÈ» (2nd), Webc
Used by Conjurer Mage Adept (CR 4)
Conjuration Master
Actions
Summon Gargoyle (1/day). 1 Gargoyle arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Gargoyle 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.
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
2/day each: Grease, Fog CloudÈ» (2nd)
1/day each: WebÈ», Fireball, Cloudkillc
Used by Conjurer Mage (CR 6)
Conjuration Expert
Actions
Summon Gargoyle (1/day). 1 Gargoyle arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Gargoyle 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.
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
3/day each: Fog CloudÈ» (2nd)
2/day each: WebÈ», Fireball, Cloudkillc
1/day each: Forcecage, Gatec
Used by Conjurer Archmage (CR 12), Conjurer Primagus (CR 16)