Disease Powers (12)

Explore a collection of Disease 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.

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Rotten Grasp (Blinding Sickness)

Traits

Blinding Sickness (Disease). This creature can inflict the Blinding Sickness disease: An infected creature's mind is gripped by pain and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is Blinded.

Rotten Grasp. On a hit, the target must make a DC 14 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Blinding Sickness.


Rotten Grasp (Filth Fever)

Traits

Filth Fever (Disease). This creature can inflict the Filth Fever disease: A raging fever sweeps through the creature's body. 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.

Rotten Grasp. On a hit, the target must make a DC 14 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Filth Fever.


Rotten Grasp (Flesh Rot)

Traits

Flesh Rot (Disease). This creature can inflict the Flesh Rot disease: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Rotten Grasp. On a hit, the target must make a DC 14 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Flesh Rot.


Rotten Grasp (Mindfire)

Traits

Mindfire (Disease). This creature can inflict the Mindfire disease: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.

Rotten Grasp. On a hit, the target must make a DC 14 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Mindfire.


Rotten Grasp (Chronotaenia)

Traits

Chronotaenia (Disease). This creature can inflict the Chronotaenia disease: The creature's movements become sluggish. The creature has disadvantage on initiative rolls and starts each combat Dazed until the start of its next turn.

Rotten Grasp. On a hit, the target must make a DC 14 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Chronotaenia.


Rotten Grasp (Fatigue'S Embrace)

Traits

Fatigue's Embrace (Disease). This creature can inflict the Fatigue's Embrace disease: The creature's body is wracked with fatigue. The creature gains a level of Exhaustion each time it takes a long rest. The creature cannot remove Exhaustion during a long rest.

Rotten Grasp. On a hit, the target must make a DC 14 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Fatigue's Embrace.


Toxic Breath (Blinding Sickness)

Traits

Blinding Sickness (Disease). This creature can inflict the Blinding Sickness disease: An infected creature's mind is gripped by pain and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is Blinded.

Actions

Toxic Breath (Recharge 5-6). The ghoul exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, the creature takes 24 (7d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Blinding Sickness.


Toxic Breath (Filth Fever)

Traits

Filth Fever (Disease). This creature can inflict the Filth Fever disease: A raging fever sweeps through the creature's body. 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.

Actions

Toxic Breath (Recharge 5-6). The ghoul exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, the creature takes 24 (7d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Filth Fever.


Toxic Breath (Flesh Rot)

Traits

Flesh Rot (Disease). This creature can inflict the Flesh Rot disease: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Actions

Toxic Breath (Recharge 5-6). The ghoul exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, the creature takes 24 (7d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Flesh Rot.


Toxic Breath (Mindfire)

Traits

Mindfire (Disease). This creature can inflict the Mindfire disease: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.

Actions

Toxic Breath (Recharge 5-6). The ghoul exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, the creature takes 24 (7d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Mindfire.


Toxic Breath (Chronotaenia)

Traits

Chronotaenia (Disease). This creature can inflict the Chronotaenia disease: The creature's movements become sluggish. The creature has disadvantage on initiative rolls and starts each combat Dazed until the start of its next turn.

Actions

Toxic Breath (Recharge 5-6). The ghoul exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, the creature takes 24 (7d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Chronotaenia.


Toxic Breath (Fatigue'S Embrace)

Traits

Fatigue's Embrace (Disease). This creature can inflict the Fatigue's Embrace disease: The creature's body is wracked with fatigue. The creature gains a level of Exhaustion each time it takes a long rest. The creature cannot remove Exhaustion during a long rest.

Actions

Toxic Breath (Recharge 5-6). The ghoul exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, the creature takes 24 (7d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Fatigue's Embrace.