Fiend Powers (7)

Explore a collection of Fiend 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

Call of the Styx

Actions

Call of the Styx (1/day). The balor calls upon the deathly cold waters of the River Styx to drag the souls of the fallen to the lower planes. The balor creates a line 60 feet long and 5 feet wide filled with the freezing, life-leeching waters of the Styx. Each creature in the line must make a DC 20 Strength saving throw. On a failure, a creature takes 72 (16d8) cold damage and is pulled up to 60 feet towards the balor. If the creature fails by 5 or more, it is also Frozen (escape DC 20). On a success, a creature takes half as much damage and suffers no other effects. 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 20 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.


Fiendish Cackle

Actions

Spellcasting. The balor casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 20):

1/day each: Bane (5th, no concentration)

Spellcasting

Spellcasting. The balor casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 20):

1/day each: Bane (5th, no concentration)

Reactions

Fiendish Cackle (1/day). Whenever a creature the balor can see fails an attack roll, ability check, or saving throw, the balor can use its reaction to cackle maniacally. The creature must make a DC 20 Wisdom saving throw. On a failure, it takes 20 (8d4) fire damage and the balor gains that many temporary hitpoints.


Fiendish Teleportation

Bonus Actions

Fiendish Teleportation. The balor teleports itself or a friendly creature within 10 feet to an unoccupied space it can see within 60 feet.


Fiery Teleportation

Actions

Fiery Teleportation. The balor disappears and reappears in a burst of flame. It teleports up to 90 feet to an unoccupied location it can see. The balor may choose to bring one friendly creature within 5 feet or a creature it has grappled with it. Each other creature that did not teleport within 10 feet of the balor either before or after it teleports must make a DC 18 Dexterity saving throw. On a failure, it takes 49 (9d10) fire damage.


Fiendish Adept

Actions

Spellcasting. The cambion casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

1/day each: Darknessc, Suggestionc, Dispel Magic, Fearc

Spellcasting

Spellcasting. The cambion casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

1/day each: Darknessc, Suggestionc, Dispel Magic, Fearc


Fiendish Master

Actions

Spellcasting. The cambion casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

2/day each: Darknessc, Suggestionc, Dispel Magic, Fearc

1/day each: Fireball, Wall of Firec

Spellcasting

Spellcasting. The cambion casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

2/day each: Darknessc, Suggestionc, Dispel Magic, Fearc

1/day each: Fireball, Wall of Firec


Fiendish Expert

Actions

Spellcasting. The cambion casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

3/day each: Darknessc, Suggestionc, Fearc, Dispel Magic (4th)

2/day each: Fireball (4th), Wall of Firec

1/day each: Circle of Death, Finger of Death

Spellcasting

Spellcasting. The cambion casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

3/day each: Darknessc, Suggestionc, Fearc, Dispel Magic (4th)

2/day each: Fireball (4th), Wall of Firec

1/day each: Circle of Death, Finger of Death