Fey Powers (7)

Explore a collection of Fey 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.

Browse all powers by theme

Awaken

Actions

Awaken (1/day). The green hag magically awakens 15 (6d4) Awakened Shrub. They act in initiative immediately after the green hag and obey its verbal commands (no action required).


Blood Contract

Actions

Blood Contract (Recharge 5-6). The green hag curses the blood of its opponents, siphoning their life to heal its its wounds. The green hag targets up to three creatures it can see within 60 feet of itself. Each target must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The green hag then regains 20 hit points.


Fae Bargain

Actions

Fae Bargain (1/day). The green hag magically bargains with a creature it can see within 60 feet. The creature must make a DC 14 Charisma save. On a failure, the highest rarity magical item in that creature's possession becomes Cursed and loses all magical powers and abilities and acts as a mundane item of the corresponding type. The green hag then gains temporary hitpoints based on the rarity of the magical item: 10 for an uncommon item, 20 for a rare item, 40 for a very rare item, 80 for a legendary item and 160 for an artifact. This curse lasts until the fae verbally renounces the bargain, the fae is destroyed, or the curse is removed via Remove Curse or similar effect.


Fae Counterspell

Reactions

Fae Counterspell. The green hag attempts to interrupt a creature it can see within 60 feet that is casting a spell with verbal, somatic, or material components. The caster takes 9 (2d8) psychic damage and must make a DC 12 Charisma saving throw. On a failed save, the spell fails and has no effect, but the casting creature is immune to this effect for 24 hours.


Fae Presence

Traits

Fae Presence. An enemy of the green hag that starts their turn within 25 feet of the green hag must succeed on a DC 12 Wisdom saving throw or be Charmed by the green hag until the end of their turn.


Faerie Step

Bonus Actions

Faerie Step. The green hag teleports up to 30 feet to an unoccupied space they can see.


Shadowy Doppelganger

Actions

Shadowy Doppleganger (1/day). The green hag forces each non-fey creature of its choice within 30 feet to make a DC 14 Charisma saving throw. On a failure, a Shadow Doppleganger copy of that creature materializes in the nearest unoccupied space to that creature and acts in initiative immediately after the green hag. The Shadow Doppleganger has 5 hp and has an AC equal to the creature it was copied from and is a Fey. On its turn, the Shadow Doppleganger attempts to move and attack the creature it was copied from. It makes a single attack using the stats of the green hag's Attack action. It otherwise has the movement, stats, skills, and saves of the creature it was copied from.