Controller Powers (20)¶
Explore a collection of Controller 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.
Eyebite
Actions
Spellcasting. The green hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):
1/day each: Eyebitec
Spellcasting
Spellcasting. The green hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):
1/day each: Eyebitec
Heart Tremors
Bonus Actions
Heart Tremors (Recharge 5-6). Immediately after the warrior hits with an attack, it can force the target to make a DC 14 Constitution save. On a failure, the target experiences piercing pain in its chest for 1 minute. Whenever the target takes an action other than the Dodge action, it must repeat the save. If the target has three failures, the target takes 38 (7d10) necrotic damage and the effect ends. The effect also ends after three successes.
Nervefire
Bonus Actions
Nervefire (Recharge 5-6). Immediately after hitting a creature with an attack, the assassin can force the target to make a DC 16 Constitution saving throw. On a failure, the target is Poisoned (save ends at end of turn). While poisoned in this way, the target takes 21 (6d6) psychic damage whenever it takes an action other than the Dodge action.
Pacifying Touch
Attacks
Pacifying Touch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 3 psychic damage and 2 (1d4) radiant damage. On a hit, the target must make a DC 11 Wisdom saving throw. On a failed save, the target is Incapacitated for 1 minute (save ends at end of turn).
Tongue-Twister
Actions
Tongue-Twister (Recharge 5-6). The dryad chooses a creature that can see and hear it within 60 feet. The target must make a DC 12 Charisma saving throw. On a failure, it is magically Cursed. While cursed, the target can only speak in Sylvan (but does not necessarily understand Sylvan). Whenever the target tries to cast a spell with a verbal component, the target must make a DC 12 Performance check. On a failure, the spell fails.
Unhinged Paranoia
Actions
Unhinged Paranoia. The ghost attempts to destabilize the mind of a creature it can see within 60 feet. That creature must make a DC 14 Intelligence saving throw. On a failure, the creature becomes unable to distinguish friend from foe. At the start of each of the creature's turns, it must roll a die to determine its behavior. On an odd roll, the creature considers its former allies to be its enemies and must act accordingly during this turn. The condition ends when the creature causes damage to one of its former allies in this manner.
Spellcasting-Blindness/Deafness
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Blindness/Deafness
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Blindness/Deafness
Spellcasting-Command
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Command
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Command
Spellcasting-Entangle
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Entanglec
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Entanglec
Spellcasting-Grease
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Grease
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Grease
Spellcasting-Gust of Wind
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Gust of Windc
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Gust of Windc
Spellcasting-Hideous Laughter
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Hideous Laughterc
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Hideous Laughterc
Spellcasting-Hold Person
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Hold Personc
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Hold Personc
Spellcasting-Levitate
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: LevitateÈ»
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: LevitateÈ»
Spellcasting-Sleet Storm
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Sleet Stormc
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Sleet Stormc
Spellcasting-Silence
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Silencec
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Silencec
Spellcasting-Suggestion
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Suggestionc
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Suggestionc
Spellcasting-Web
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Webc
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Webc
Spellcasting-Slow
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Slowc
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Slowc
Spellcasting-Fog Cloud
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Fog Cloudc
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
1/day each: Fog Cloudc