Elemental Powers (34)
Explore a collection of Elemental 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.
Poisonous Burst
Reactions
Poisonous Burst (1/day). When the elemental is hit by a melee attack, their form explodes with poisonous energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) poison damage on a failure and half as much damage on a success.
Fire Affinity
Traits
Fire Affinity. The elemental gains immunity to fire damage. It gains advantage on its attacks while it is in an environment where sources of fire damage are prevalant.
Used by Skeleton, Remorhaz, Fire Elemental
Cold Affinity
Traits
Cold Affinity. The elemental gains immunity to cold damage. It gains advantage on its attacks while it is in an environment where sources of cold damage are prevalant.
Used by Skeleton, Water Elemental
Acid Affinity
Traits
Acid Affinity. The elemental gains immunity to acid damage. It gains advantage on its attacks while it is in an environment where sources of acid damage are prevalant.
Lightning Affinity
Traits
Lightning Affinity. The elemental gains immunity to lightning damage. It gains advantage on its attacks while it is in an environment where sources of lightning damage are prevalant.
Used by Air Elemental (CR 5), Air Elemental Breezeling (CR 1/2), Air Elemental Electral (CR 11)
Poison Affinity
Traits
Poison Affinity. The elemental gains immunity to poison damage. It gains advantage on its attacks while it is in an environment where sources of poison damage are prevalant.
Fiery Burst
Reactions
Fiery Burst (1/day). When the elemental is hit by a melee attack, their form explodes with fiery energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) fire damage on a failure and half as much damage on a success.
Used by Skeleton, Remorhaz, Fire Elemental
Freezing Burst
Reactions
Freezing Burst (1/day). When the elemental is hit by a melee attack, their form explodes with freezing energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) cold damage on a failure and half as much damage on a success.
Used by Freezing Skeletal Champion (CR 6), Freezing Skeleton (CR 3), Water Elemental Torrential (CR 10)
Acidic Burst
Reactions
Acidic Burst (1/day). When the elemental is hit by a melee attack, their form explodes with acidic energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) acid damage on a failure and half as much damage on a success.
Shocking Burst
Reactions
Shocking Burst (1/day). When the elemental is hit by a melee attack, their form explodes with shocking energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) lightning damage on a failure and half as much damage on a success.
Used by Air Elemental Electral (CR 11)
Fiery Smite
Bonus Actions
Fiery Smite (Recharge 5-6). Immediately after hitting with an attack, the elemental deals an additional 11 (2d10) fire damage to the target and forces the target to make a DC 14 Constitution saving throw. On a failure, the target is Burning [5 (1d10) fire]. A burning creature suffers 5 (1d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.
Used by Burning Skeletal Champion (CR 6), Burning Skeleton (CR 3), Fire Elemental (CR 5), Fire Elemental Blazer (CR 12)
Freezing Smite
Bonus Actions
Freezing Smite (Recharge 5-6). Immediately after hitting with an attack, the elemental deals an additional 9 (2d8) cold damage to the target and forces the target to make a DC 14 Constitution saving throw. On a failure, the target is Frozen (escape DC 14). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 14 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.
Used by Freezing Skeletal Champion (CR 6), Freezing Skeleton (CR 3)
Acidic Smite
Bonus Actions
Acidic Smite (Recharge 5-6). Immediately after hitting with an attack, the elemental deals an additional 10 (4d4) acid damage to the target and forces the target to make a DC 14 Dexterity saving throw. On a failure, the target is Burning [5 (2d4) acid]. A burning creature suffers 5 (2d4) ongoing acid damage at the end of each of its turns. A creature may use an action to end the condition.
Shocking Smite
Bonus Actions
Shocking Smite (Recharge 5-6). Immediately after hitting with an attack, the elemental deals an additional 10 (3d6) lightning damage to the target and forces the target to make a DC 14 Dexterity saving throw. On a failure, the target is Shocked until the end of its next turn. A Shocked creature is Dazed and drops whatever it is carrying.
Used by Air Elemental (CR 5), Air Elemental Electral (CR 11)
Poisonous Smite
Bonus Actions
Poisonous Smite (Recharge 5-6). Immediately after hitting with an attack, the elemental deals an additional 9 (2d8) poison damage to the target and forces the target to make a DC 14 Constitution saving throw or become Poisoned for 1 minute (save ends at end of turn).
Corrosive Fumes
Traits
Corrosive Fumes. Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) acid damage.
Arctic Chill
Traits
Arctic Chill. Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) cold damage.
Used by Skeleton, Frost Giant, Wight
Superheated
Traits
Superheated. Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) fire damage.
Used by Skeleton, Fire Elemental
Disintegrating Presence
Traits
Disintegrating Presence. Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) force damage.
Arcing Electricity
Traits
Arcing Electricity. Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) lightning damage.
Deathly Presence
Traits
Deathly Presence. Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) necrotic damage.
Toxic Presence
Traits
Toxic Presence. Any creature who starts their turn within 10 feet of the elemental takes 5 (2d4) poison damage.
Acidic Blast
Actions
Acidic Blast (Recharge 5-6). The black pudding targets a 20 ft sphere at a point it can see within 150 feet. A volatile sphere of acid explodes, inundating the space. All creatures within the space must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 10 (4d4) acid damage and gains Burning [5 (2d4) acid]. A burning creature suffers 5 (2d4) ongoing acid damage at the end of each of its turns. A creature may use an action to end the condition. on a failed save. On a success, a creature takes half as much damage and is not burning.
Cone of Cold
Actions
Cone of Cold (Recharge 5-6). The elemental releases a blast of cold air in a 60 foot cone. Each creature in the area must make a DC 14 Constitution save, taking 31 (7d8) cold damage on a failure and half as much on a success.
Used by Freezing Skeletal Champion (CR 6), Freezing Skeleton (CR 3)
Elemental Fireball
Actions
Fireball (Recharge 5-6). The elemental targets a 20 ft sphere at a point it can see within 150 feet. A fiery explosion fills the space. All creatures within the space must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failure and half as much on a success.
Used by Burning Skeletal Champion (CR 6), Burning Skeleton (CR 3), Fire Elemental Blazer (CR 12)
Elemental Replication
Actions
Elemental Replication (Recharge 5-6). The elemental overflows with elemental energy and replicates. 2 Magma Mephit arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Magma Mephit use their movement and action to arrive on the battlefield in unoccupied spaces within 30 feet of the summoner. They then act normally on subsequent turns.
Lightning Bolt
Actions
Lightning Bolt (Recharge 5-6). The elemental releases a crackling bolt of lightning in a 100 ft line that is 5 ft wide. Each creature in the line must make a DC 15 Dexterity save, taking 31 (9d6) lightning on a failure and half as much on a success.
Used by Air Elemental Electral (CR 11)
Poison Cloud
Actions
Poison Cloud (Recharge 5-6). The elemental creates a 20-ft radius cloud of toxic gas centered at a point it can see within 60 feet. Each creature that starts its turn in the cloud must make a DC 15 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and is Poisoned until the end of its next turn. On a success, a creature takes half as much damage and is not poisoned. The cloud lasts for 4 (1d4 + 2) and can be dispersed by a light breeze.
Thunderwave
Actions
Thunderwave (Recharge 5-6). The elemental releases a burst of thundrous energy in a 15 ft. cube originating from the elemental. Each creature in the area must make a DC 15 Constitution saving throw. On a failure, a creature takes 22 (4d10) thunder thunder damage and is knocked up to 10 feet away and lands Prone. On a success, a creature takes half as much damage and is not knocked prone.
Used by Air Elemental Electral (CR 11)
Whirlwind
Actions
Whirlwind (Recharge 5-6). The elemental transforms into a whirlwind and moves up to half its speed without provoking opportunity attacks. Each creature in the elemental's space during this movement must make a DC 15 Strength saving throw. On a failure, the target takes 30 (12d4) bludgeoning damage and is flung up to 20 feet away in a random direction and knocked prone. If the target strikes an object, it takes 3 (1d6) bludgeoning damage for every 10 feet thrown. On a success, the target takes half damage and isn't flung away.
Used by Air Elemental Electral (CR 11)
Earth Glide
Traits
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Used by Earth Elemental (CR 5), Earth Elemental Massif (CR 8), Earth Elemental Pebblar (CR 1/4)
Siege Monster
Traits
Siege Monster. The elemental deals double damage to objects and structures.
Used by Earth Elemental (CR 5), Earth Elemental Massif (CR 8)
Water Vulnerability
Traits
Water Vulnerability. When the elemental takes cold damage or is partially submerged in water, it can't use any recharge or limited use abilities until the start of its next turn. The elemental is vulnerable to cold damage and has resistance to piercing and slashing damage.
Used by Fire Elemental (CR 5), Fire Elemental Blazer (CR 12), Fire Elemental Sparkling (CR 1/2)
Lightning Vulnerability
Traits
Lightning Vulnerability. When the elemental takes lightning damage, it can't use any recharge or limited use abilities until the start of its next turn. The elemental is vulnerable to lightning damage and has resistance to bludgeoning damage.
Used by Water Elemental (CR 5), Water Elemental Torrential (CR 10), Water Elemental Whisp (CR 1/4)