Death Powers (7)¶
Explore a collection of Death 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.
Devour Soul
Actions
Devour Soul (Recharge 5-6). The zombie targets one creature it can see within 30 feet of it that is not a Construct or an Undead. The creature must succeed on a DC 10 Charisma saving throw or take 3 (1d6) necrotic damage. If this damage reduces the target to 0 hit points, it dies and immediately rises as a Ghoul under the zombie's control.
Draining Blow
Bonus Actions
Draining Blow. Immediately after hitting with an attack, the zombie converts all of that attack's damage to necrotic damage and the zombie regains hit points equal to the necrotic damage dealt.
Drain Strength
Actions
Drain Strength. The zombie attempts to magically drain the strength from a creature it can see within 5 feet. The creature must make a DC 10 Constitution save. On a failure, the creature takes 3 (1d6) necrotic damage and is Weakened (save ends at end of turn) for 1 minute (save ends at end of turn). On a success, the creature takes half damage instead. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Endless Servitude
Traits
Endless Servitude. When a living ally the zombie can see is reduced to 0 hp, that ally immediately becomes a Zombie or Skeleton under the zombie's control, acting at initiative count 0.
Flesh Puppets
Bonus Actions
Flesh Puppets (Recharge 4-6). The zombie uses dark necromancy to resurrect the corpse of a nearby creature of CR 2 or less. The creature acts in initiative immediately after the zombie and obeys the commands of the zombie (no action required). The flesh puppet has the same statistics as when the creature was living except it is now Undead, or uses the statistics of a Skeleton, Zombie, or Ghoul. When the flesh puppet dies, the corpse is mangled beyond repair and is turned into a pile of viscera.
Shadow Walk
Bonus Actions
Shadow Walk. The zombie teleports from one source of shadows to another that it can see within 60 feet.
Withering Blow
Attacks
Withering Blow. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage and 3 (1d6) necrotic damage. On a hit, the target gains Bleeding [3 (1d6) necrotic]. A bleeding creature suffers 3 (1d6) ongoing necrotic damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.