Cursed Powers (10)

Explore a collection of Cursed 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.

Browse all powers by theme

Aura of Despair

Traits

Weight of Sorrow. Any creature othern than the ghost that starts its turn within 5 feet of the ghost has its speed reduced by 20 feet until the start of that creature's next turn.

Actions

Dreadful Scream (Recharge 5-6). The ghost unleashes a dreadful scream laced with sorrow and despair. Each creature within 30 feet that can hear the ghost must make a DC 14 Wisdom saving throw or be Frightened of the ghost for 1 minute (save ends at end of turn). While frightened in this way, the creature loses any resistance or immunity to psychic and necrotic damage.


Bestow Curse

Actions

Bestow Curse (Recharge 5-6). The ghost magically curses a creature that can hear it within 30 feet. The creature must succeed on a DC 12 Wisdom save or suffer the effects of the Bestow Cursec spell as if it were cast at third level (duration 1 minute), no concentration required.


Cursed Wound

Bonus Actions

Cursed Wounds. Immediately after hitting with an attack, the ghost converts all of that attack's damage to necrotic damage and forces the target to make a DC 14 Charisma save. On a failure, the target is cursed and its maximum hit points are reduced by the necrotic damage taken. The target dies and reanimates as a Zombie under the control of the ghost if this damage leaves it with 0 hit points.


Curse of Vengeance

Traits

Curse of Vengeance. Whenever a creature hits the ghost with an attack it must make a DC 12 Charisma saving throw. On a failure, the creature becomes Cursed with a curse of vengeance. Whenever a cursed creature hits the ghost with an attack, it takes 2 necrotic damage for each creature suffering the curse.


Disfiguring Curse

Actions

Disfiguring Curse (1/day). The ghost attempts to magically spread its curse to a target that it can see within 60 feet. The target must make a DC 12 Charisma save. On a failure, the target takes 31 (9d6) psychic damage and is cursed with horrible deformities. While deformed, the target gains a level of Exhaustion that does not go away when taking a long rest. The cursed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.


Ray of Enfeeblement

Actions

Ray of Enfeeblement (Recharge 5-6). The ghost shoots a black beam of energy toward a creature it can can see within 60 feet. That creature must succeed on a DC 14 Constitution save or take 38 (11d6) necrotic damage. On a success, the creature takes half damage. On a failure, the creature is also Poisoned for 1 minute (save ends at end of turn). While poisoned in this way, the creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws. A creature that is immune to Exhaustion cannot be Weakened.


Reject Divinity

Reactions

Reject Divinity. When a creature the ghost can see within 30 feet regains hit points from a Divine source, the ghost reduces the number of hit points gained to 0 and the ghost instead deals 7 (2d6) necrotic damage to that creature.


Replace Shadow

Actions

Replace Shadow (Recharge 4-6). The ghost targets a humanoid within 20 feet that is in dim light and can't see the ghost. The target must make a DC 14 Charisma saving throw. On a success, the target is aware of the ghost. On a failure, the target is unaware of the ghost, the target no longer casts a natural shadow, and the ghost magically takes on the shape of the target's shadow. The ghost appears indistinguishable from a natural shadow, except when it attacks.

The ghost shares the target's space and moves with the target. When the ghost is dealt damage while sharing the target's space, it takes half the damage (rounded down) and the other half is dealt to the target.

The effect ends when the target drops to 0 hp, the ghost no longer shares the target's space, or the ghost begins its turn in an area of sunlight.

Bonus Actions

Shadow Stealth. The ghost uses Hide, even if just lightly obscured by dim light or darkness.


Unholy Aura

Traits

Unholy Aura. The ghost and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the ghost's choice within 30 feet have disadvantage on saving throws against spells and other magic effects.


Void Siphon

Traits

Void Siphon. When a creature within 10 feet of the ghost receives magical healing, it also gains a level of Exhaustion