Cult Powers (3)
Explore a collection of Cult 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.
Cult Spellcasting Adept
Spellcasting
Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
1/day each: Command (2nd), Hold Personc
Used by Aberrant Cultist Initiate (CR 4), Cultist Fanatic (CR 2), Death Cultist Initiate (CR 4), Fiend Cultist Initiate (CR 4)
Cult Spellcasting Master
Spellcasting
Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
1/day each: Command (2nd), Hold Personc, Flame Strike, Mass Cure Wounds
Used by Aberrant Cultist (CR 8), Cultist Grand Master (CR 10), Death Cultist (CR 8), Fiend Cultist (CR 8)
Cult Spellcasting Expert
Spellcasting
Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
1/day each: Command (2nd), Hold Personc, Flame Strike, Mass Cure Wounds, Mass Suggestion, Finger of Death
Used by Aberrant Cultist Grand Master (CR 14), Cultist Exarch (CR 14), Death Cultist Grand Master (CR 14), Fiend Cultist Grand Master (CR 14)