Construct Powers (10)¶
Explore a collection of Construct 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.
Bound Protector
Traits
Bound Protector. The golem is magically bound to protect another friendly creature. If the golem is within 60 feet of its ward, then half of any damage the ward takes (rounded up) is transferred to the golem.
Crush
Actions
Crush. The golem moves up to its Speed in a straight line. While doing so, it can attempt to enter Large or smaller creatures' spaces. Whenever the golem attempts to enter a creature's space, the creature makes a DC 17 Dexterity or Strength saving throw (the creature's choice). If the creature succeeds at a Strength saving throw, the golem's movement ends for the turn. If the creature succeeds at a Dexterity saving throw, the creature may use its reaction, if available, to move up to half its Speed without provoking opportunity attacks. The first time on the golem's turn that it enters a creature's space, the creature is knocked Prone and takes 49 (14d6) bludgeoning damage. A creature is prone while in the golem's space.
Constructed Guardian
Traits
Constructed Guardian. If the golem is within 10 feet of an objective (creature, location, or object) that it was designed to guard, it has advantage on attack rolls.
Explosive Core
Reactions
Explosive Core. When the golem is destroyed, it explodes with fiery energy. Each creature within 10 feet must make a DC 15 Dexterity saving throw, taking 42 (12d6) fire damage on a failure or half on a success.
Immutable Form
Traits
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Overclock
Bonus Actions
Overclock (Recharge 5-6). The golem uses Dash.
Protective Plating
Reactions
Protective Plating. When the golem is hit by an attack, it gains resistance to all damage until the beginning of its next turn. Then, the golem must make a DC 17 Constitution saving throw. On a failure, the protective plating is destroyed and this reaction no longer functions. If the golem is hit by a critical hit, the protective plating is also destroyed.
Retrieval
Traits
Pursue Objective. The golem was designed to retrieve a specific objective (creature or object). It always knows the location and direction of its objective if it is on the same plane of existence.
Actions
Acquire Objective (Recharge 5-6). The golem targets one object or creature it can see within 60 ft. The target must succeed on a DC 14 Constitution saving throw. If the object is not being carried, it automatically fails this save. If the object is being carried, the creature carrying it makes the save. On a failure, the target is teleported onto the golem's back and is Grappled (escape DC 14) and Paralyzed for 1 minute (save ends at end of turn).
Retrieve Objective (1/day). The golem casts Plane Shift on itself and up to one Incapacitated or Grappled creature, which is considered willing.
Smother
Traits
Damage Transfer. While it is grappling a creature, the rug of smothering takes only half the damage dealt to it, and the creature grappled by the rug of smothering takes the other half.
Attacks
Smother. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 7 (1d6 + 4) bludgeoning damage. On a hit, the rug of smothering begins to smother the target. The creature is Grappled (escape DC 12). While grappled this way, the creature is Restrained, Blinded, and suffers 7 (1d6 + 4) ongoing bludgeoning damage at the start of each of its turns.
Spell Storing
Actions
Spell Storing. The golem stores a single spell of third level or lower. the golem may cast the spell using a spell save DC of 15. When the spell is cast or a new spell is stored, any previously stored spell is lost. Some example spells include Slow, Dispel Magic, or Lightning Bolt.