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 Spell Echo or Spellcasting.
Shock. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 18 (4d6 + 4) lightning damage.
Spell Echo (1/day). The wizard casts a copy of the same spell it cast the previous turn, without requiring a spell slot or concentration.
Tempest Surge (Recharge 5-6). The wizard sends out arcs of lightning at a creature it can see within 60 feet. The creature must make a DC 15 Dexterity saving throw. On a failure, the target takes 44 (8d10) lightning damage and is Shocked for 1 minute (save ends at end of turn). On a success, the creature takes half damage instead. A Shocked creature is Dazed and drops whatever it is carrying.
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», Flyc, Lightning Bolt, Thunderwave (3rd), Greater Invisibilityc, Wall of Forcec
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.
Misty Step (2/day). The wizard teleports up to 30 feet to an unoccupied space it can see.
Reactions
Protective Magic (2/day). The wizard casts Shield or Counterspell in response to being attacked or being targeted by a spell.