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.
Electromancer
Summoned with Foe FoundryMedium 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 Lashing Winds 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.
Lashing Winds (Recharge 5-6). The wizard creates a Medium Lashing Winds Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Lashing Winds takes 11 (2d10) lightning damage.
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
1/day each: Gust of WindÈ», 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.