Demon Powers (7)

Explore a collection of Demon 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

Demonic Bite

Attacks

Demonic Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) piercing damage and 45 (13d6) poison damage. On a hit, the target must make a DC 20 Constitution saving throw or become Poisoned for 1 minute (save ends at end of turn).


Demonic Summons

Actions

Demonic Summons (1/day). The balor summons forth additional demonic servants. 2 Quasit arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Quasit use their movement and action to arrive on the battlefield in unoccupied spaces within 30 feet of the summoner. They then act normally on subsequent turns.


Desecration

Actions

Desecration (1/day). The balor desecrates the ground it stands upon, creating a Desecrated Ground Token (AC/DC 11, 3 Charges). Within 30 feet of the Token, any creature that attempts to speak or use any spell or ability that requires a verbal component suffers 7 (2d6) necrotic damage unless the creature speaks or incants in Abyssal. Additionally, creatures within the affected area cannot regain hit points.


Echo of Rage

Reactions

Echo of Rage (1/day). Whenever a creature within 30 feet casts a spell, the balor can use its reaction to howl in a rage. A distored, destructive version of the spell manifests as a hostile Shadow next to the caster and acts immediately next in initiative.


Feast of Souls

Reactions

Feast of Souls. Whenever a creature dies within 120 feet of the balor it may choose to gain 30 temporary hitpoints, recharge an ability, or regain an expended usage of an ability.


Nightmare Spawn

Actions

Nightmare Spawn (1/day). The balor manifests the darkest fears of its enemies. Each non-demon within 60 feet must make a DC 14 Wisdom saving throw. On a failure, the target takes 14 (4d6) psyhchic damage and a hostile Nightmare spawns in the nearest unoccupied space to the target, acting on initiative count 0. On a success, the target takes half damage instead.


Whispers of the Abyss

Actions

Whispers of the Abyss (Recharge 5-6). The balor whispers maddening secrets in a tongue that unravels sanity. Non-demon creatures within 30 feet that hear it must make a DC 12 Wisdom save. On a failure, they take 17 (5d6) Psychic damage and are affected as by the Confusion spell (save ends at end of turn). On a success, a creature takes half damage instead.