Earth Powers (7)
Explore a collection of Earth 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.
Burrower
Traits
Burrower. The elemental can burrow through solid rock at half its burrow speed and leaves a 5 foot wide diameter tunnel in its wake.
Ice Burrower
Traits
Ice Burrower. The elemental can burrow through solid ice, permafrost, or snow at half its burrow speed and leaves a 5 foot wide diameter tunnel in its wake.
Used by Elder Remorhaz (CR 16), Remorhaz (CR 11), Young Remorhaz (CR 5)
Climber
Traits
Climber. The elemental gains a climb speed equal to its walk speed.
Metallic Body
Reactions
Metallic Body (1/day). When the elemental would be hit by an attack, it gains +2 to its AC. If the attack still hits and was made with a mundane weapon or projectile, the attacker rolls a d20. On a 1-9, the weapon or projectile shatters.
Used by Earth Elemental (CR 5), Earth Elemental Massif (CR 8), Earth Elemental Pebblar (CR 1/4)
Earthen Grasp
Actions
Earthen Grasp (Recharge 5-6). The elemental causes earth or stone within 60 feet to grab a creature within 10 feet of a solid surface. The target must make a DC 15 Strength saving throw or be Restrained (save ends at end of turn). A restrained creature takes 7 (2d6) bludgeoning damage at the start of each of its turns.
Used by Earth Elemental Massif (CR 8)
Stone Spike Eruption
Actions
Stone Spike Eruption (Recharge 5-6). The elemental causes stone spikes to erupt in a 20-foot square within 60 feet. The area becomes difficult terrain. When a creature moves into or within the area, it takes 2 (1d4) piercing damage for every 5 feet it travels.
Used by Earth Elemental Massif (CR 8)
Mud Trap
Actions
Mud Trap (1/day). The elemental creates a Medium Mud Trap Token (AC/DC 15, 3 Charges) in an unoccupied space within 30 feet. The terrain within a 20-foot emanation of the token becomes difficult terrain. Any creature that ends its turn within the emanation must make a DC 15 Strength saving throw or become Restrained. A creature that fails this save twice becomes Prone. A creature that fails this save three times begins suffocating as it's pulled into the quicksand.
Used by Earth Elemental Massif (CR 8)