Guard Powers (4)¶
Explore a collection of Guard 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.
Call Reinforcements
Actions
Call Reinforcements (1/day). The guard summons 2 (1d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.
Defensive Formation
Traits
Defensive Formation. The guard has advantage on attack roles if it has partial or full cover.
Protect the Target
Traits
Protect the Target. The guard has advantage on attack roles against creatures that have attacked or harmed what the guard is guarding.
Sound the Alarm
Actions
Sound the Alarm (1/day). The guard sounds the alarm if the alarm hasn't already been sounded. Each friendly creature that can hear the alarm within 60 feet gains 5 temporary hitpoints.