Gadget Powers (12)¶
Explore a collection of Gadget 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.
Potion of Healing
Bonus Actions
Potion of Healing (1/day). The thug consumes a Potion of Healing and regains 7 (2d4 + 2) hitpoints.
Smoke Bomb
Bonus Actions
Smoke Bomb (1/day). The thug throws a smoke bomb at a point they can see within 30 feet. A thick obscuring cloud of smoke billows forth and fills a 10 ft radius sphere. The smoke lasts for 4 (1d4 + 2) rounds and can be dispersed with a light wind.
Fiery Grenade
Actions
Fiery Grenade (1/day). The thug hurls a Fiery Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) fire damage. On a success, the creature takes half as much damage.
Thunderous Grenade
Actions
Thunderous Grenade (1/day). The thug hurls a Thunderous Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) thunder damage. On a success, the creature takes half as much damage.
Deathly Grenade
Actions
Deathly Grenade (1/day). The thug hurls a Deathly Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) necrotic damage. On a success, the creature takes half as much damage.
Acidic Grenade
Actions
Acidic Grenade (1/day). The thug hurls a Acidic Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) acid damage. On a success, the creature takes half as much damage.
Poisonous Grenade
Actions
Poisonous Grenade (1/day). The thug hurls a Poisonous Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) poison damage. On a success, the creature takes half as much damage.
Freezing Grenade
Actions
Freezing Grenade (1/day). The thug hurls a Freezing Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) cold damage. On a success, the creature takes half as much damage.
Shocking Grenade
Actions
Shocking Grenade (1/day). The thug hurls a Shocking Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 10 Dexterity saving throw or take 7 (2d6) lightning damage. On a success, the creature takes half as much damage.
Net
Actions
Net (1/day). The thug throws a net at a point they can see within 30 feet. Each creature within 5 feet must make a DC 12 Strength save. On a failure, they are Grappled (escape DC 12) and Restrained while grappled in this way. The net has AC 10 and 10 hp.
Grounding Net
Actions
Grounding Net (1/day). The thug throws a net at a point they can see within 30 feet. Each creature within 5 feet must make a DC 12 Strength save. On a failure, they are Grappled (escape DC 12) and Restrained while grappled in this way. The net has AC 14 and 20 hp. Whenever a creature attempts to cast a spell while grappled in this way, they must succeed on a DC 12 concentration check. On a failure, the spell fails.
Infused Net
Actions
Infused Net (1/day). The thug throws a net at a point they can see within 30 feet. Each creature within 5 feet must make a DC 12 Strength save. On a failure, they are Grappled (escape DC 12) and Restrained while grappled in this way. The net has AC 16 and 25 hp. A creature grappled in this way suffers 5 ongoing bludgeoning damage at the start of each of its turn, and whenever the creature attempts to cast a spell it must succeed on a DC 12 concentration check. On a failure, the spell fails.