Electromancer Powers (1)

Explore a collection of Electromancer 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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Electromancer

Summoned with Foe Foundry

Medium Humanoid (Wizard)

AC 16 (Arcane Armor) Initiative +2 (12)

HP 91 (14d8 + 28)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 14 +2 +2
Mod Save
Int 18 +4 +7
Wis 13 +1 +4
Cha 12 +1 +1

Skills Arcana +7, History +7, Perception +4

Senses Passive Perception 14

Languages Common

CR 6 (2,300 XP; PB +3)

Actions

Multiattack. The wizard makes three Shock attacks. It may replace two attacks with a use of its Stormcaller's Fury or Spellcasting.

Shock. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 18 (4d6 + 4) lightning damage. On a hit, the next attack against the target has advantage until the end of the wizard's next turn.

Stormcaller's Fury. The wizard calls down lightning on a point it can see within 120 feet. Each creature within 5 feet of the point must make a DC 13 Dexterity saving throw, taking 27 (5d10) lightning damage on a failure and half damage on a success. If stormy conditions are present then this save is made with disadvantage.

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

1/day each: Gust of WindȻ, Lightning Bolt, Thunderwave (3rd)

Bonus Actions

Dazing Shock (1/day). Immediately after dealing lightning damage to a target that the wizard can see within 60 feet, it causes that target to make a DC 15 Constitution saving throw. On a failed save, the target gains Shocked until the end of its next turn. A Shocked creature is Dazed and drops whatever it is carrying.

This monster has 12 unique powers and 24 possible variations. Generate your own.