Fearsome Powers (6)¶
Explore a collection of Fearsome 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.
Fearsome Roar
Actions
Fearsome Roar (1/day). The chimera targets up to eight creatures they can see within 60 ft. Each must make a DC 14 Charisma saving throw. On a failure, the affected target is Frightened for 1 minute (save ends at end of turn) and must immediately use its reaction, if available, to move their speed away from the chimera avoiding hazards or dangerous terrain if possible.
Horrifying Presence
Actions
Horrifying Presence (1/day). The banshee targets up to eight creatures they can see within 60 ft. Each must make a DC 14 Charisma saving throw. On a failure, the affected target is Frightened for 1 minute (save ends at end of turn) and must immediately use its reaction, if available, to move their speed away from the banshee avoiding hazards or dangerous terrain if possible.
Horrifying Visage
Reactions
Horrifying Visage. When a creature looks at the banshee, it must immediately make a DC 14 Wisdom saving throw. On a failure, the target is Frightened of the banshee (save ends at end of turn). If the save fails by 5 or more, the target also ages 1d4 x 10 years. A creature that succeeds on the save is immune to this effect for 1 hour.
Dread Gaze
Actions
Dread Gaze. The banshee targets one creature it can see within 60 feet. If the target can see the banshee it must succeed on a DC 14 Wisdom save or become Frightened of the the banshee (save ends at end of turn). If the target fails the save by 5 or more, it is also Paralyzed while frightened in this way. A creature that succeeds on the save is immune to this effect for 1 hour.
Mind-Shattering Scream
Actions
Mind-Shattering Scream (Recharge 5-6). The banshee releases a mind-shattering scream. All other creatures within 30 ft that can hear the banshee must make a DC 14 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is Stunned until the end of its next turn. On a success, a creature takes half damage and is not Stunned. Creatures that are Frightened have disadvantage on this save.
Nightmarish Visions
Actions
Nightmarish Visions (Recharge 5-6). The banshee targets a creature that it can see within 30 feet and forces it to confront its deepest fears. The target must succeed on a DC 12 Wisdom save or become Frightened of the banshee for 1 minute (save ends at end of turn). While frightened in this way, the creature gains Bleeding [7 (2d6) psychic]. A bleeding creature suffers 7 (2d6) ongoing psychic damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.