Devil Powers (4)

Explore a collection of Devil 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

Devil's Sight

Traits

Devil's Sight. Magical darkness doesn't impede the pit fiend's darkvision, and it can see through Hellish Darkness.

Bonus Actions

Hellish Darkness (Recharge 5-6). The pit fiend causes shadowy black flames to fill a 15-foot radius sphere with obscuring darkness centered at a point within 60 feet that the pit fiend can see. The darkness spreads around corners. Creatures without Devil's Sight can't see through this darkness and nonmagical light can't illuminate it. If any of this spell's area overlaps with an area of light created by a spell of level 2 or lower, the spell that created the light is dispelled. Creatures of the pit fiend's choice lose any resistance to fire damage while in the darkness, and immunity to fire damage is instead treated as resistance to fire damage.


Devilish Minions

Actions

Devilish Minions (1/day). The pit fiend summons forth additional Devil allies. 5 (2d4) Imp arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Imp 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.


Tempting Offer

Actions

Tempting Offer. The pit fiend makes a tempting offer to a creature that can hear it within 60 feet. That creature must make a DC 14 Wisdom saving throw. On a failure, the creature gains a level of Exhaustion. The creature may instead accept the offer. In doing so, it loses all levels of exhaustion gained in this way but is contractually bound to the offer.


Wall of Fire

Actions

Spellcasting. The pit fiend casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

1/day each: Wall of Firec

Spellcasting

Spellcasting. The pit fiend casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

1/day each: Wall of Firec