Elemental Powers (29)

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.

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Poisonous Burst

Reactions

Poisonous Burst (1/day). When the fire 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 9 (2d8) poison damage on a failure and half as much damage on a success.


Fire Affinity

Traits

Fire Affinity. The fire 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.


Cold Affinity

Traits

Cold Affinity. The fire 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.


Acid Affinity

Traits

Acid Affinity. The fire 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 fire 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.


Poison Affinity

Traits

Poison Affinity. The fire 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 fire 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 9 (2d8) fire damage on a failure and half as much damage on a success.


Freezing Burst

Reactions

Freezing Burst (1/day). When the fire 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 9 (2d8) cold damage on a failure and half as much damage on a success.


Acidic Burst

Reactions

Acidic Burst (1/day). When the fire 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 9 (2d8) acid damage on a failure and half as much damage on a success.


Shocking Burst

Reactions

Shocking Burst (1/day). When the fire 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 9 (2d8) lightning damage on a failure and half as much damage on a success.


Fiery Smite

Bonus Actions

Fiery Smite (Recharge 5-6). Immediately after hitting with an attack, the fire elemental deals an additional 5 (1d10) 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.


Freezing Smite

Bonus Actions

Freezing Smite (Recharge 5-6). Immediately after hitting with an attack, the fire elemental deals an additional 4 (1d8) 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.


Acidic Smite

Bonus Actions

Acidic Smite (Recharge 5-6). Immediately after hitting with an attack, the fire elemental deals an additional 5 (2d4) 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 fire elemental deals an additional 7 (2d6) 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.


Poisonous Smite

Bonus Actions

Poisonous Smite (Recharge 5-6). Immediately after hitting with an attack, the fire elemental deals an additional 4 (1d8) 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 fire elemental takes 2 (1d4) acid damage.


Arctic Chill

Traits

Arctic Chill. Any creature who starts their turn within 10 feet of the fire elemental takes 2 (1d4) cold damage.


Superheated

Traits

Superheated. Any creature who starts their turn within 10 feet of the fire elemental takes 2 (1d4) fire damage.


Disintegrating Presence

Traits

Disintegrating Presence. Any creature who starts their turn within 10 feet of the fire elemental takes 2 (1d4) force damage.


Arcing Electricity

Traits

Arcing Electricity. Any creature who starts their turn within 10 feet of the fire elemental takes 2 (1d4) lightning damage.


Deathly Presence

Traits

Deathly Presence. Any creature who starts their turn within 10 feet of the fire elemental takes 2 (1d4) necrotic damage.


Toxic Presence

Traits

Toxic Presence. Any creature who starts their turn within 10 feet of the fire elemental takes 2 (1d4) poison damage.


Acidic Blast

Actions

Acidic Blast (Recharge 5-6). The fire elemental 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 fire 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 18 (4d8) cold damage on a failure and half as much on a success.


Elemental Fireball

Actions

Fireball (Recharge 5-6). The fire 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 17 (5d6) fire damage on a failure and half as much on a success.


Elemental Replication

Actions

Elemental Replication (Recharge 5-6). The fire 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 fire 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 14 Dexterity save, taking 21 (6d6) lightning on a failure and half as much on a success.


Poison Cloud

Actions

Poison Cloud (Recharge 5-6). The fire 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 14 Constitution saving throw. On a failure, a creature takes 14 (4d6) 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 fire elemental releases a burst of thundrous energy in a 15 ft. cube originating from the fire elemental. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a creature takes 16 (3d10) 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.