Illusory Powers (6)

Explore a collection of Illusory 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

Hypnotic Pattern

Actions

Hypnotic Pattern (1/day). The simulacrum magically creates the effect of the Hypnotic Pattern spell, using a DC of 13.

Used by Illusionist Archmage (CR 12), Illusionist Primagus (CR 16)


Mirror Image

Bonus Actions

Mirror Images (1/day). The simulacrum magically creates three illusory duplicates of itself as in the Mirror Image spell. The duplicates have AC 12.

Used by Illusionist Archmage (CR 12), Illusionist Primagus (CR 16), Simulacrum Mirrorblade (CR 7)


Projection

Reactions

Projection (1/day). When the simulacrum is the sole target of an attack or spell, the simulacrum may use their reaction to turn invisible and teleport up to 30 ft to an unoccupied location they can see. The invisibility lasts for up to 1 minute or until the simulacrum makes an attack or casts a spell. Simultaneously, an illusionary version of the simulacrum appears in the previous location and appears to be subjected to the attack or spell. The illusion ends when the invisibility ends and also fails to stand up to physical interaction. A character may also use an action to perform a DC 18 Investigation check to identify the illusion.

Used by Illusionist Archmage (CR 12), Illusionist Primagus (CR 16), Simulacrum Mirrorblade (CR 7)


Phantom Mirage

Reactions

Phantom Mirage (1/day). When the simulacrum becomes Bloodied, it creates 4 illusory duplicates of itself in unoccupied spaces within 30 feet. The duplicates vanish at the end of the simulacrum's next turn or when struck by an attack. When a creature makes an attack against the simulacrum that creature must roll a d6 for each duplicate. On a roll of 1, the attack hits a duplicate instead.

Used by Mage, Ogre, Simulacrum, Mimic


Reverse Fortune

Reactions

Reverse Fortune (Recharge 4-6). When the simulacrum is hit by an attack, the simulacrum magically reverses the fortune of the attack and forces it to miss. Until the end of its next turn, the simulacrum gains advantage on the next attack it makes against the attacker.

Used by Goblin Shaman (CR 2), Illusionist Archmage (CR 12), Illusionist Primagus (CR 16)


Spectral Duplicate

Bonus Actions

Spectral Duplicate (1/day). The simulacrum creates a spectral duplicate of itself in an unoccupied space it can see within 60 feet. While the duplicate exists, the simulacrum is Invisible and Unconscious. The duplicate has the same statistics and knowledge as the simulacrum and acts immediately in initiative after the simulacrum. The duplicate disappears when the simulacrum drops to 0 hp.

Used by Goblin Shaman (CR 2), Illusionist Archmage (CR 12), Illusionist Primagus (CR 16)